Dactyl Niare, 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
in Heads-or-Tails, 157–158
and meaningful play, 157–158
take profit or continue, 110
See also choice; reinforcement
deck of cards, 120–121
See also card decks
decompilers, 414
dedicated players, 268–271, 285
definitions
of design, 40–41
degenerate strategies, 241, 246, 271–274,
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
of game system, 547–550
of interactivity, 60–67
meaning, 41–46
prototyping, 12
See also game design
desire, sculpting, 340–341
destabilization, 18–19
Destabilization (exercise), 18–19
Destruct, Büro, 602
dice
example games, 181–182, 467–468
and information theory, 194
probability, 177–179
difficulty, dynamic adjustment (DDA), 222–223,
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
medium effect, 91
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
and feedback, 220
saddle point, 241
single vs. multiple players, 462
space, 392–396
Adventure example, 396–398
Stay Alive, 90
workarounds, 280
See also specific games
Dilnot, Clive, 40
direct intervention, 58–59
disbelief, suspension of, 450
discernability
of events, 354
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
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
Dungeon Siege, 548–550
Dunnigan, James, 88–89, 442, 443
dynamic difficulty adjustment (DDA), 222–223,