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



S


saddle point, 241, 246

safety

in game definition, 77–78

and open culture, 581

protective framework, 94–99

social contract, 473, 489

Salen, Katie, 416

same-but-different, 340–342, 361

Sankey, Daragh, 575

scene, setting, 410

scheduling, of rewards, 345–348, 361

Schell, Jesse, 68, 352–353, 358

Schleiner, Anne-Marie, 567

Schmittberger, R. Wayne, 21

Schon, Donald, 40

Schütte, Uwe, 602

scoring, 218, 594

in Sibling Rivalry, 107, 109, 114

Scrabble

cultural environment, 586

and culture, 509

dictionaries, 481

experience, 316

information economy, 209

semiotics, 43

scripted game system, 23–24

Seaman, 389

Seasons of Darkness, 579–581

second-order design, 168, 171

The Secret of Monkey Island, 384–385

self-consciousness, 337

self evolution, 518–519

semiotics, 41–46

Sensations of Play (exercise), 17

sensors, 214–218

Serlin, David, 603

Settlers of Catan, 387–388, 508

Shannon, Claude, 192, 195–196, 200

Shenmue, 441

A Shift in Scale (exercise), 19

Shochet, Joe, 68, 352–353, 358


Sibling Rivalry

descriptions, 13, 106–110

development, 110–115

Sideman, Karen, 90

Sieberg, Daniel, 587


signal transmission, 195–196

balancing, 198–199, 201

in games, 204

noise, 196–197, 201

redundancy, 197–198, 201

signs, 42–47

Silent Hill, 404

Silent Hill II, 510

Sim City

automated complexity, 89

conflict, 254

goals, 83, 254

representations, 364

retelling, 413

as simulation, 424, 439

space, 394

SimCopter Hack, 561

Sim Life, 431

Simon, Herbert, 40

Simon Says, 331

sims, 392, 424

The Sims, 539–540

The Sims Family Album, 541–544, 552

Sims Hot Date Expansion Pack, 386–387


simulation

as abstraction, 439

case-based vs. generalized, 445–448, 457

conflict representation, 431–434

definitions, 422–423

exercise, 19

framing, 449–450

games as, 295

limitations, 440, 442

and meaningful play, 425–427

non-game, 424–425

procedural characters, 435–439

procedural representation, 422–423,

427–431, 457

and reality, 445–451, 453–455

traits, 439–442, 457

wargames, 427–428, 442–445

single-player games

Centipede, 251–252, 258

difficulty adjustment, 222–223, 227, 352

Joust, 252, 258

player roles, 465

Solitaire, 81, 250, 334

trends, 462

SiSSYFiGHT 2000

cheating, 280, 565–566

forbidden play, 481

gender, 526

pleasure, 343

prototype, 12

randomness, 176

Site-Specific Resistance (exercise), 17

situation, 380, 416

Skinner, B. F., 345

Smith, Harvey, 280, 441, 445

Smurf Rescue, 524


Sneak

descriptions, 14, 490–493

development of, 494–495

playtesting, 497–501

Sniderman, Stephen, 94, 137, 138, 573–574

Snyder, Kira, 490–493

See also Sneak


Soccer

conflict, 250, 432

and culture, 507, 515, 516

rule-breaking, 276

and systems, 50

in Universal Square, 563–564

social contract, 269, 473, 488

Social Interaction Analysis (exercise), 21

socializers, 466, 488


social play

the A.I. Game, 576–577

contractual nature, 473

design of, 484–485

emergent

Little Max, 467–468

Mafia, 468–469

Stand Up, 470

exercises, 17, 21

forbidden play, 478–481, 489

implicit rules, 474–475

kissing games, 479–480

limits, 485

metagames, 481–484, 489, 540

player roles, 463–466

social relations, 462–463

transformative, 475, 489

See also community

SOD, 560

software, 544–550

Solitaire, 81, 250, 334

sound, 347, 404

soundtrack, 413

space

boundaries, 94–95, 573–581

and complexity, 155

in digital games, 392–398

in Ironclad, 293

location, 104

exercise, 17

narrative, 390–392, 406–408, 418

three-dimensional, 394

transforming, 526–529

Space Invaders, 258, 341, 394


space of possibility

concept, 66–67, 69

and conflict, 255, 258

and decision trees, 234

and degenerate strategy, 273

invisible playground, 578–579

representational, 374

and short-term goals, 344

in war games, 443–445

Spacewar!, 62, 548

spatial factors, 578–579

Spector, Warren, 2–3, 9, 57, 363, 390, 451


Spin the Bottle

forbidden play, 480

metacommunication, 371, 449, 452

spoil-sport hacking, 280–281

spoil-sports, 275, 285

sports, professional, 276–277


sportsmanship

lack of, 269, 271

in Tic-Tac-Toe, 129

Spybotics: The Nightfall Incident, 385, 386

Spy vs. Spy, 394, 395

Squire, Kurt, 390, 416

SSX, 508

stability, 224–225

stakes, 482–483

standard players, 268–270, 285

Stand Up, 470

Starcraft, 209, 548

State of Emergency, 507

Stay Alive, 90

Stewart, Susan, 373

stories, games as, 379

See also narrative(s)

story events, 402–403, 419

Stratego, 205

strategy

bluffing as, 164

and chance, 185–186

degenerate, 241, 246, 271–274, 285

in game theory, 235–237, 245

and information, 207–208

mixed, 242, 246

of modifications, 559–565, 569

and probability, 242

real time, 273–274

and rules, 121, 137

in simulation design, 445–448

in Tic-Tac-Toe, 121, 235–236

in Warcraft III, 222

Street Fighter II, 507

structure

and interpretation, 44–47

levels, 261, 386–387, 391

mission-based, 385, 386–387

for narrative play, 382–385

and semiotics, 45–46

of simulations, 445–448

and theme, 294


stylized behavior, 331, 334

sub-games, 296

Sudnow, David, 11, 58, 66, 68, 313, 319,

326, 329, 399, 604

Suits, Bernard, 76, 97, 98, 116, 119, 283, 331

Sumo Wrestling, 574


Super Breakout, 377, 378, 380, 399

Super Mario, 43, 403, 524

Super Mario Brothers, 523

Super Mario 64, 209, 354–355, 390

Super Mario World, 453

surprise, 165–166

See also emergence

Survivor (TV show), 250, 464–465

Suspicion, 581–584

Sutton-Smith, Brian, 1, 78, 93, 94, 101, 183,

301, 306, 315, 327, 335, 339, 356, 372,

464–465, 479, 486, 488, 512, 516, 517,

518–519, 532, 574

synergy, 159–160


systems

complexity range, 155–156, 170 (see also complexity)

definitions, 50, 55

elements of, 50–52, 55, 160

emergent, 170 (see also emergence)

framing, 52–53, 55

games as, 51–55, 80, 83, 86

and magic circle, 97, 99

history of, 53

narrative, 404–411

object interactions, 160–161

open vs. closed, 53–55, 96–97, 99, 105

and community, 471

player-as producer, 539–544

periodicity, 155, 170

of signal processing, 204

simulations as, 440

See also cybernetic systems; game systems



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