Index - Rules.of.Play.Game.Design.Fundamentals [Electronic resources] نسخه متنی

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Rules.of.Play.Game.Design.Fundamentals [Electronic resources] - نسخه متنی

Katie Salen, Eric Zimmerman

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Index



D


Dactyl Nightmare, 394

Dance Dance Revolution, 463

Davis, Morton D., 232

De Bono, Edward, 357

decentralization, 576


deception

in Assassin, 137

concealment, 203

and information, 205

and meaningful play, 157–158

in Thief, 145

in Vampire: The Masquerade, 580

See also cheating

decisions

and 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

definitions

of 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

design

complexity, 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

dice

alea 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 games

characters 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

discernability

of 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

DOOM

cheat 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 Challenge

information, 209–210

narrative case study, 405–407, 409

uncertainty, 388

Duke Nukem’, 507

Duncan, Margaret C., 533

Dungeons & Dragons

and 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



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