Index
D
Dactyl Nightmare, 394
Dance Dance Revolution, 463
Davis, Morton D., 232
De Bono, Edward, 357
decentralization, 576
deceptionin Assassin, 137
concealment, 203
and information, 205
and meaningful play, 157–158
in Thief, 145
in Vampire: The Masquerade, 580
See also cheating
decisionsand boredom, 352
and emergence, 167–168
in Enchanted Forest, 208
and game definition, 74
in game theory, 237
grid, 239–240, 246
in Heads-or-Tails, 157–158
and meaningful play, 157–158
outcome types, 174–175, 189
simultaneous, 237, 245
take profit or continue, 110
See also choice; reinforcement
decision trees, 232–235, 245
deck of cards, 120–121
See also card decks
decompilers, 414
dedicated players, 268–271, 285
Defender, 394, 395
definitionsof design, 40–41
of game, 2–3, 73–81
degenerate strategies, 241, 246, 271–274, 285
DeKoven, Bernard, 21, 96, 174, 187, 255–256, 257, 267, 268, 281–282, 283, 331–332, 461, 470–471, 473–475, 528
Della Roca, Jason, 9
De Méré, Chevalier, 177
demos, 414–415
De Rosnay, J., 215
Derridean mech, 292
descriptors, 399–401, 404, 419
See also narrative descriptors
designcomplexity, 4–5
as culture, 511–512
definition, 41
definitions, 40–41, 44
of game system, 547–550
of interactivity, 60–67
iteration, 11–12, 15, 17
meaning, 41–46
prototyping, 12
second-order, 168, 171
of simulations, 439–442, 457
See also game design
design tools, 540, 548–550
desire, sculpting, 340–341
destabilization, 18–19
Destabilization (exercise), 18–19
Destruct, Büro, 602
Deus Ex, 437–440, 447
dicealea games, 307, 308
example games, 181–182, 467–468
and information theory, 194
probability, 177–179
difficulty, dynamic adjustment (DDA), 222–223, 227, 352–353
digital gamescharacters and players, 454
cheating, 279–280
cybernetics, 219–221
distrust, 262
DIY mentality, 559
Easter eggs, 279
event integration, 354–355
fairness, 262
and game definition, 86
as game systems, 548–550
gender in, 522–523
guides and walkthroughs, 279
immersive fallacy, 450–452
information in, 209–210
information manipulation, 88
interactivity, 87
levels in, 261, 386, 391
medium effect, 91
missions, 385, 386
narrative, 385, 416
cut scenes, 406–408
narrative space, 392–398
networked communication, 89
player design, 539–544
pleasure, 334–335
protective frame, 95
repetitiveness, 323
research association, 602
rules, 142–149
automated complexity, 88–89
constituative, 146–147, 149
and feedback, 220
implicit, 148, 149
as information, 210, 211
operational, 147, 149
and program code, 142, 148
in Tetris, 86–87, 143–145
saddle point, 241
single vs. multiple players, 462
space, 392–396
Adventure example, 396–398
Stay Alive, 90
as systems, 86, 91
workarounds, 280
See also specific games
Dilnot, Clive, 40
Diplomacy, 422, 428–429, 511
direct intervention, 58–59
disbelief, suspension of, 450
discernabilityof events, 354
in meaningful play, 34–35, 37
and narrative descriptors, 404
of outcome, 354
Disney characters, 562
do-it-yourself (DIY) gaming, 559–564, 569
Dominos, 509
Donkey Kong, 316
Don’t Wake Daddy, 346
DOOMcheat codes, 279
Fighter Chicken patch, 560
narrative, 378
player-as-producer, 540, 550, 567
pleasure, 354
and punk rock, 559
recams, 414
Sailor Moon Wad, 560
space, 394
Dope Wars, 507
Double Dragon, 394, 395
Driver: You Are the Wheelman, 378, 415
Drome Racing Challengeinformation, 209–210
narrative case study, 405–407, 409
uncertainty, 388
Duke Nukem’, 507
Duncan, Margaret C., 533
Dungeons & Dragonsand game definition, 81
as narrative system, 406
and retelling, 413
as simulation, 424–425, 440
Dungeon Siege, 548–550
Dunnigan, James, 88–89, 442, 443
dynamic difficulty adjustment (DDA), 222–223, 227, 352–353