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Game Design: Theory & Practice- P21

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Game Design: Theory & Practice- P21: My earliest recollection of playing a computer game was when I stumbled upon ahalf-height Space Invaders at a tiny Mexican restaurant in my hometown. I was perhapssix, and Space Invaders was certainly the most marvelous thing I had everseen, at least next to LegoLand.
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Game Design: Theory & Practice- P21578 Index choices, xviii, 50-51, 58, 125-128, 215, 234, 283, playtesting, xix, xxi, 18-19, 36, 98-99, 137, 140, 173, 400, 424-425 180-181, 183, 193-194, 197, 257-259, 341, 385-386, comprehension, 23, 25, 60, 279, 441-442 401, 431-432, 457, 469-470, 472-488 creativity of, 245, 265, 352, 441 coaching during, 481 expectations, 8-19, 131-132, 160-161 complaints about game design, 482 failure in game, 14, 424 early, 479 families, 204 fresh eyes, 475 fooling, 456 guided vs. unguided, 482-483 freedom in game-world, 129, 284, 397 how to, 481-482 hard-core gamers, 88, 135, 203, 208, 243, 261-262, time for, 479-480 311-312, 374, 394, 397, 459, 463, 475, 477 watching instead of telling, 481 high-brow, 190 plot, 230-231, 283 involvement of, 216-218 pocket veto, 260 Y knowledgeable of subject matter, 31, 34, 398, point-and-click, 49, 191, 239-241, 324, 337, 357, 438 457-458 adventure games, 191 FL leading, 433 Pokemon, 1 learning, 453 Pole Position, 420 low-brow, 200 political gameplay, 25 AM mainstream, 357 Pong, 100, 105, 95 middle-brow, 190 popularity, 198 novice players, 135, 208, 243, 257 Populous, 44 novice vs. expert, 138 pop-up menus, 286-287, 390, 402-403 TE pride, 391, 393, 409 ports, 93, 104-105, 110, 276-278, 294, 388 reacting to, xviii, 148, 159, 329, 330, 362 Portwood, Gene, 350 respect for, 361 positive reinforcement, 12 responsibility of, 226-227 PR, 186, 202, 302 rewards for, 134, 243, 417, 422, 427 predetermined, 214, 229-230, 418 risk taking, 155 outcome, 397 sense of accomplishment, 101, 154-155 story, 165, 246-247 success, 11, 14, 234, 424 predictably buggy, 394 teaching, 132-136, 145, 405 pre-production, 334, 412 women gamers, 101-102 prequel, 188 younger gamers, 184 press, xx, 147, 186, 202, 234-235, 364, 372playing experience, 482 Prime Target, 53“playing it in my mind,” 99 primrose path games, 366playing other games, 486 Prince of Persia, 133, 142, 326, 346, 350, 351, 352,playing pieces, 26-27 354-355, 367-368, 374-377, 375playing the game, 35-36, 250, 472 Prince of Persia 2, 352, 356, 377playing time, 205, 208-209, 349 Prince of Persia 3D, 373-374, 377PlayStation, 112, 135, 139, 409 producers, xix, 76, 207, 249, 298-300, 322, 337,PlayStation 2, 288 342-343, 371, 467playtesters, xxii, 136, 183, 204, 256-257, 375, 459, production cycle, see development cycle 473-478 production values, 186 first-impression, 475, 477, 479-480 profitability, 91, 185 friends as, 477-478 programmers, xix, xxi, 76, 83-84, 102, 114, 152, 160, kleenex testers, 469, 475 166, 170-171, 173, 176, 207, 249, 254, 259-261, traditional, 475, 480, 482 265, 301, 308, 324, 328, 330-331, 333-334, 340, trusting, 479 342, 379-380, 383, 385-386, 388-389, 410, 421, 438, who should test, 474-477 453-454, 466, 474, 484 Team-Fly® Index 579 designer/programmers, 33-34, 71-72, 82-83, 116, reacting to player, xviii, 148, 159, 329-330, 362 209, 259-261, 308, 466 realism, 36-37, 160, 166, 170, 274, 278, 361, 399, vs. designers, 390-393 452-453, 469programming, xvii, xix, xxi, 96-97, 100-101, 106, 108, modeling, 130-132, 145 114, 128, 171, 183, 208, 265, 268, 301, 348, 351, vs. abstraction, 132 368-369, 371-372, 375-376, 379-380, 388, 433, vs. cartoons, 285 435-436, 463-464, 473 real-time, 22, 28-29, 68, 222-223, 341, 354, 356, 364 complexity of tasks, 393 3D graphics, xxi, 138, 221, 374Project Z, 452-453 graphics vs. pre-rendered, 327proof-of-concept, 250 vs. turn-based, 21, 22proposal document, 293-294 real-time strategy games, xxi, 20-22, 28-30, 43, 52, 58,proprietary tools, 386, 388 138-139, 162, 208, 212, 305-312, 314, 324, 331-333,protectionist, 394 335, 423, 429, 447-448, 473prototyping, 34-35, 37-38, 117-118, 250, 253-254, Rear Window, 356 256-257, 262, ...

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