Game Design

(Elliott) #1

vision, 32, 56, 70-71, 73, 77, 111,
497-499
working with limitations of, 224-225
game designers, xxi-xxii, 1-2, 109, 124, 217,
224, 239, 244, 291-293, 299, 380-381,
384, 387, 398, 405-406
and collaboration with player, 427, 500
and non-linearity, 123
and storytelling, 202, 203-204
as playtesters, 486
designer/programmers, 32, 109, 198,
291-293, 299, 339, 505
dream of, 534
focusing design, 78-79, 429
limiting player options, 338
motivations of, 534
personal preferences of, 140
understanding source of idea, 52-53
vs. programmers, 403-406
Game Developers Conference, 124, 168,
178, 243, 257, 265, 272, 383, 413
game engines, 41-45, 50, 83, 137, 182-183,
273, 286-287, 292, 304, 397-398, 469
game industry, 30-32, 108
state of, 272, 278-279, 343-344, 530
vs. film industry, 342, 343
game mechanics, 310, 467-468
changing to suit story, 48
focus on, 228-230
teaching player, 127-128, 130-131
testing, 484
understanding, 10
using to emphasize storytelling, 233-235
game minute, 316, 507, 508-509, 519
“game sense,” 96
Gamebryo, 287
GameFX, 192-193, 195
gameographies, 39, 114, 201, 280, 354, 448,
531
gameplay, xx-xxi, 41, 42, 143, 145, 242,
294-295, 316, 349, 361, 393, 462,
467-468, 470
analyzing, 18
and story, 42-43, 45-46
balancing, 401-402
consistency of, 474
continuous, 461
depth of, 33-34, 386-387, 478-479, 524
feel of, 286, 397
focus of, 386-387
goal of, 225
integrated, 508


“just one more thing,” 387
open-ended, 431-433
refining, 471
starting with, 42-43, 50-51, 51-52
styles/genres, 42
technology considerations, 42-45, 50-51
transparent, 508
understanding, 292-293
variation in classic arcade games, 58-59
vs. artificial intelligence, 163-164
vs. realism, 34-35, 267
vs. story, 224-225
gamers,seeplayersandplayers, types of
games, 275-276, 413
addictive quality of, 26-27
analyzing, 2, 59, 75
antisocial nature of, 5
appeal of, 94
builder, 408
categories of, 37
collaborative nature of, 245-246, 340
comparing, 74-75, 85, 358-359
complex, 271
consequences in, 337-338, 480
consistent tone of, 508
creating, 286-291
designing, 259-260
difficulty level, 465
drawing players into, 128
dynamic nature of, 5
ease of entry, 34
educational, 445-446
elements of, 314
experimental, 177-178
feel of, 294-295, 469-470
formulaic, 282
historical, 7, 28, 34, 458
ideas for, 18, 41-47, 88, 447-448
implementing, 53-54
interactivity of, 5, 38
learning from, 2-3
length of, 242-243, 322
missions in, 480
modes, 364-365
multi-player, 237-256, 303-304, 437-438
naming, 73, 179
online, 437-444
original, 191, 282-283
pace of, 242
pausing, 242
personal, 32
player’s expectations of, 8-18

684 Index

Free download pdf