Game Design: Theory & Practice- P21 pdf

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Game Design: Theory & Practice- P21 pdf

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choices, xviii, 50-51, 58, 125-128, 215, 234, 283, 400, 424-425 comprehension, 23, 25, 60, 279, 441-442 creativity of, 245, 265, 352, 441 expectations, 8-19, 131-132, 160-161 failure in game, 14, 424 families, 204 fooling, 456 freedom in game-world, 129, 284, 397 hard-core gamers, 88, 135, 203, 208, 243, 261-262, 311-312, 374, 394, 397, 459, 463, 475, 477 high-brow, 190 involvement of, 216-218 knowledgeable of subject matter, 31, 34, 398, 457-458 leading, 433 learning, 453 low-brow, 200 mainstream, 357 middle-brow, 190 novice players, 135, 208, 243, 257 novice vs. expert, 138 pride, 391, 393, 409 reacting to, xviii, 148, 159, 329, 330, 362 respect for, 361 responsibility of, 226-227 rewards for, 134, 243, 417, 422, 427 risk taking, 155 sense of accomplishment, 101, 154-155 success, 11, 14, 234, 424 teaching, 132-136, 145, 405 women gamers, 101-102 younger gamers, 184 playing experience, 482 “playing it in my mind,” 99 playing other games, 486 playing pieces, 26-27 playing the game, 35-36, 250, 472 playing time, 205, 208-209, 349 PlayStation, 112, 135, 139, 409 PlayStation 2, 288 playtesters, xxii, 136, 183, 204, 256-257, 375, 459, 473-478 first-impression, 475, 477, 479-480 friends as, 477-478 kleenex testers, 469, 475 traditional, 475, 480, 482 trusting, 479 who should test, 474-477 playtesting, xix, xxi, 18-19, 36, 98-99, 137, 140, 173, 180-181, 183, 193-194, 197, 257-259, 341, 385-386, 401, 431-432, 457, 469-470, 472-488 coaching during, 481 complaints about game design, 482 early, 479 fresh eyes, 475 guided vs. unguided, 482-483 how to, 481-482 time for, 479-480 watching instead of telling, 481 plot, 230-231, 283 pocket veto, 260 point-and-click, 49, 191, 239-241, 324, 337, 357, 438 adventure games, 191 Pokemon,1 Pole Position, 420 political gameplay, 25 Pong, 100, 105, 95 popularity, 198 Populous,44 pop-up menus, 286-287, 390, 402-403 ports, 93, 104-105, 110, 276-278, 294, 388 Portwood, Gene, 350 positive reinforcement, 12 PR, 186, 202, 302 predetermined, 214, 229-230, 418 outcome, 397 story, 165, 246-247 predictably buggy, 394 pre-production, 334, 412 prequel, 188 press, xx, 147, 186, 202, 234-235, 364, 372 Prime Target,53 primrose path games, 366 Prince of Persia, 133, 142, 326, 346, 350, 351, 352, 354-355, 367-368, 374-377, 375 Prince of Persia 2, 352, 356, 377 Prince of Persia 3D, 373-374, 377 producers, xix, 76, 207, 249, 298-300, 322, 337, 342-343, 371, 467 production cycle, see development cycle production values, 186 profitability, 91, 185 programmers, xix, xxi, 76, 83-84, 102, 114, 152, 160, 166, 170-171, 173, 176, 207, 249, 254, 259-261, 265, 301, 308, 324, 328, 330-331, 333-334, 340, 342, 379-380, 383, 385-386, 388-389, 410, 421, 438, 453-454, 466, 474, 484 578 Index TEAMFLY Team-Fly ® designer/programmers, 33-34, 71-72, 82-83, 116, 209, 259-261, 308, 466 vs. designers, 390-393 programming, xvii, xix, xxi, 96-97, 100-101, 106, 108, 114, 128, 171, 183, 208, 265, 268, 301, 348, 351, 368-369, 371-372, 375-376, 379-380, 388, 433, 435-436, 463-464, 473 complexity of tasks, 393 Project Z, 452-453 proof-of-concept, 250 proposal document, 293-294 proprietary tools, 386, 388 protectionist, 394 prototyping, 34-35, 37-38, 117-118, 250, 253-254, 256-257, 262, 448 publisher, 74, 76, 157, 202, 245, 254, 274, 276, 292-293, 295, 302, 312, 343, 368-369, 371, 434, 439 Pulitzer Prize, 447 puzzle games, 105, 112, 147-149, 189, 413 puzzles, 13, 15, 68, 122-124, 126, 129-130, 136, 148-149, 156, 183-184, 191, 193-194, 200, 202, 209, 211-212, 243, 245-246, 326, 332, 335, 366-367, 410, 412, 417, 421, 425, 429, 483 arbitrary, 243, 415 single-solution, 148 Q Q*Bert,63 Quake, 3, 44, 46-47, 91, 138, 143-144, 284, 313, 325, 328, 338, 381, 410-411, 419, 468 Quake II, 47, 313 Quake III Arena, 55, 412, 413, 427, 428 Quake IV,55 Quake XIII,55 quality games, 197, 237, 407 R racing games, 44, 396, 408, 420, 429 Radio Shack, 195 Raid Over Bungeling Bay, 435-436, 471 Raid Over Bungeling Bay II, 468 Raider,53 Raiders of the Lost Ark, 350 Railroad Tycoon, 20-21, 23-26, 24, 26, 30, 34, 39, 41, 325 Railroad Tycoon II,39 Rains, Lyle, 94, 98 ramping up difficulty, 14, 62, 70, 149, 151, 154-155, 232, 409, 411, 483 randomness, 92, 102-103, 114, 152-155, 159-160, 165-167, 176, 226, 299, 336, 443, 448, 453 reacting to player, xviii, 148, 159, 329-330, 362 realism, 36-37, 160, 166, 170, 274, 278, 361, 399, 452-453, 469 modeling, 130-132, 145 vs. abstraction, 132 vs. cartoons, 285 real-time, 22, 28-29, 68, 222-223, 341, 354, 356, 364 3D graphics, xxi, 138, 221, 374 graphics vs. pre-rendered, 327 vs. turn-based, 21, 22 real-time strategy games, xxi, 20-22, 28-30, 43, 52, 58, 138-139, 162, 208, 212, 305-312, 314, 324, 331-333, 335, 423, 429, 447-448, 473 Rear Window, 356 reasonable solutions, 10, 194 recombining game elements, 351 Red Baron, the, 110 red herrings, 246 Red Planet, 181 redoing work, 83, 85-87, 173, 194, 251-253, 258, 313, 413, 426-427, 429 releasing development tools, 394, 464 remakes, 8, 10, 27, 53-54, 86, 114-115 repetition, 15-16, 319, 460-461 replaying games, 129, 169, 208, 242, 246, 418 representation vs. abstraction, 283 research materials, 26 respect for the player, 361 responses to input, 210-211, 224-225 Return of the Jedi, 181 revolutionary improvements, 40, 434 rewards for the player, 134, 243, 417, 422, 427 rewatching, 223 rewinding the game, 364 reworking, 83, 85-87, 173, 194, 251-253, 313, 413, 426-427, 429, 258 Reynolds, Brian, 158 Rich Text Format, 318-319 Riot Engine Level Editor, 389, 392 Rivera, Greg, 109 Road Runner, 105-106 Roberts, Chris, 270-271 Robotron 2084, 161, 162, 332 Rocket Science Games, 205 rock-paper-scissors, 275-276 role-play, 8, 12-13, 23-24 role-playing games, xx, 43, 45, 48, 50-51, 82, 101, 122, 127, 130-131, 135, 141-142, 160, 167, 188, 201-203, 208, 217-218, 237, 298, 324, 333-335, 368, 396, 408, 416, 418, 420, 422, 429 Index 579 RollerCoaster Tycoon, 32-33 romance, 58, 171 Ronin, 365 Rotberg, Ed, 111 rotoscoping, 348, 363, 370-371 Royce, Wanda, 268 RPGs, see role-playing games RT3D, see real-time 3D graphics RTS, see real-time strategy games Rubik’s Cube,2 Rubin, Owen, 94 rules of game design, 19, 22, 40, 101, 122, 145, 237, 486 of level design, 421-425 of the game-world, 114, 361 Russia, 147, 151, 157 S S.S.I., 267 Sakaguchi, Hironobu, 33 sales, 188-190, 202, 211-212, 276, 295, 301-302, 367-368 San Francisco Rush, xviii, 15, 93, 102, 113, 114, 120, 215, 397, 413, 420, 422 San Francisco Rush 2, 120 San Francisco Rush 2049, 119, 120 Santa Fe Research Institute, 444 satire, 201 save/load game, 15-16, 337, 364, 409 automatic/checkpoint, 16 Saving Private Ryan, 280 scale, 24, 27, 30-31 scenarios, 30-31, 336, 419 scents, 196 schedules, 55, 57, 85, 115-116, 176, 197, 249-250, 295, 301-302, 369-371, 480 scheme for world domination, 171 Schenectady, 42 Schindler’s List, 280 schlack, 417 science fiction, 181-182, 187 Science Fiction Authors of America, 180 scope, 21, 80 scoring, 5-6, 60, 63-64, 70, 100, 102, 104, 142, 151, 153-155, 422 Scrabble,3 SCRAM, 290 scratch ’n’ sniff, 196 screenshots, 157, 417 screenwriting, 350-351, 376-377 script, xix, 251, 254, 294, 297-300, 303 scripted behaviors, 224, 226 scripted events, 48, 177, 390, 457 scripting languages, 388-390, 463-464 compiling, 389-390 scriptwriters, 230-231, 299, 371, 411 SCUMM Story System, 49, 238-239 seamless world, 410 Seastalker, 184 second guessing, 477-478 Secret of Monkey Island, The, 238-239, 244 Sega, 460 Sega Dreamcast, 93, 120, 388 selection of challenges, 126-127 Sente, 111 sequels, 39, 95, 188, 274, 276-277, 296-297, 332, 372-373, 449-451, 478 serious games, 184-186, 202, 270 setting, xviii, 53-54, 75, 151, 157, 171, 294, 415, 423 Settlers of Catan, The,3 Seven Samurai, The, 348, 349 Shakespeare, William, 197, 287 shareware, xxi, 157, 186 Shattertown Sky, 282 Shaw, Carol, 100 shell-shocked, 168-169, 226 Shelley, Bruce, 24 Sheppard, Dave, 99 Shogun, 189 shooters, 53, 68, 112, 118, 334 show don’t tell, 167, 224, 227 side-scrollers, 408 side-view, 327, 373 Sierra, 190, 192, 249 adventure game engine, 190 Silent Service,41 silent slapstick comedy, 59 Silicon Valley, 281 Sim games, 142, 444 SimAnt, 444, 446-449, 446, 448, 452, 471 encyclopedia in, 447 interest in subject matter, 337 meta-level disasters, 448 mystery button, 447-448 SimCity, xviii, 11-12, 21, 26, 32, 34, 131, 186, 235, 279, 325, 332, 336, 379, 403, 408, 434, 436-440, 436, 438, 441, 443-444, 448-451, 457, 460, 469, 470-471 disasters in, 442-443 inspiration for, 436 SimCity 2, 447 580 Index SimCity 2000, 336, 438, 444, 448-451, 449, 471 SimCity 3000, 11, 438, 451-452, 452, 459-460, 467 SimCopter, 450, 451-452, 468, 471 SimEarth, 279, 398, 443, 444-446, 445, 448, 469, 471 audio in, 444-445 SimFarm, 444 SimLife, 444 simple games, 203-204 simplicity in game design, 93, 97, 147, 151-152, 155-157, 237, 239, 241, 352, 364, 401, 481 simplification, 279, 287, 312, 458 Sims, The, xx, 32, 136, 144, 160, 161, 249, 287-288, 327, 395-405, 397, 399, 402, 404, 434, 440, 442, 444, 448, 450, 452, 454, 456, 457-459, 460, 461, 463-464, 465, 467, 469, 470, 471, 475, 476, 487 accessibility, 459 interpretation by players, 456-457 social aspects of, 396, 456, 463 SimTower, 444 simulation rides, 119 simulations, 7-8, 11-12, 20, 88, 110, 118, 160, 208, 278, 287, 396, 398-399, 405, 416, 436, 438, 441, 447, 454-455, 458 economic, 7-8, 24-26, 82, 130, 444 economic vs. biological, 444 modeling, 436-437 single-button interface, 239 single-player games, 3, 5, 153, 178, 222, 491 single-screen play, 62, 150 Sinistar, 64 sketches of levels, 427, 429 skins, 440 sliding number puzzles, 148 Slingo,41 small decisions/big decisions, 39-40 small working environment, 33 Smoking Car Productions, 370 smooth visual experience, 355 Snow Carnage Derby, 77-79, 88-90 focus, 78-79, 90 Snow White and the Seven Dwarfs, 348, 362 snowmobiles, 77 Snyder, Doug, 94 So Long and Thanks for All the Fish, 183 socializing in games, 3-5, 163, 165, 277-278 socially relevant, 316, 468 socially unacceptable behavior, 7 Softimage, 387 software toys, 11-12, 336, 397-440 solitaire games, 3, 5, 153, 178, 222, 491 Solo Flight,41 solo game development, xxi, 80-81, 115, 292, 368-369 Sony PlayStation, 112, 135, 139, 288, 409 sophisticated games, 407 Sorcerer, 188-189, 193, 211, 213 sound, see audio source code release, 267-268 Space Bar, The, 180, 204, 205, 206, 211, 213 Space Invaders, xvii, 6, 53-54, 61, 64-65, 180, 379, 408 Space Lords, 111-112, 120 Space War, 100, 114 Spectrum Holobyte, 151 Spellcasting 101: Sorcerers Get All the Girls, 199, 213 Spellcasting 201: The Sorcerer’s Appliance, 200, 213 Spellcasting 301: Spring Break, 213 Spellcasting series, 198-200 Spiegelman, Art, 280 Spitfire Ace,41 spoiled brats, 13, 230 sports games, 15, 82, 101, 112, 249, 379, 408-409, 423, 429 Sprint,95 Spyro the Dragon, 135, 409 stadiums, 379, 408 stage directions, 298 stage plays, 228 standard documentation, 302-303, 317, 337 standard interfaces, 29, 35, 139-140 Stanford, 95, 100, 453 Star Raiders, 267 Star Trek, 95, 231 Star Wars, 36, 181, 205, 280 StarCraft, xviii, 30, 32, 138, 139, 162, 332, 381-382, 408-409, 412, 420 StarCraft Campaign Editor, 382, 390-392, 391 Starcross, 181, 187, 196 Stationfall, 188, 209, 213 statistics, 325, 327, 335, 341, 396 Status Line, The, 205 Stealey, Bill, 38 Steel Talons, 110-111, 118-119, 120 Stewart, James, 356 Stigmata, 365 story, xviii, 43, 45-51, 53-54, 63-64, 81, 90, 119, 125, 151, 157, 182, 184, 204, 208-209, 211, 215, 238, 244-247, 249, 294-298, 303, 305, 310-311, 322, 332, 353-354, 364, 366-367, 396, 410-411, 416-417, 423, 427, 440 changes in outcome, 232, 245 dramatic, 217 Index 581 epic, 39-40, 80 game, 230-234 non-linear, 50-51, 81 player’s significant role in, 232 plot, 230-231, 283 predetermined, 165, 246-247 pre-written, 263 uncovering, 465 unique, 234 vs. puzzles, 198 story bible, 295-297, 300, 303 format of, 296 storyboards, 301 storybook, 356 storytelling, xix, 7, 18, 39-40, 48-51, 53-54, 126, 167-171, 214-237, 246-247, 276, 295, 310-311, 340, 346, 367, 413, 415-416, 418, 421, 432, 465-466 dynamic, 169, 218, 263 game techniques, 218-228 images, 220 in-game, 219, 224-227, 310 missing, 226-227 NPC behaviors, 225 non-linear, 377 out-of-game, 219-224 parent/child, 217, 289 situations, 230-231 strategies, 101-103, 234, 413, 425 strategy games, 21, 45, 48, 141, 208, 331, 336, 368, 408, 420, 425 campaigns in, 408 Street Fighter II, 58, 112 strong characters/personalities, 229-230, 245 Strunk, William, 291 Stubben, Dave 97 stuck, 16-17, 243, 421 sub-games, 22-23, 80, 205 sub-goals, 422 success (player), 11, 14, 234, 424 Summers, Larry, 268 Super Breakout, 93-95, 120 Super Mario 64, 13, 16, 44, 138, 211, 219, 229, 230, 319, 320, 338, 374, 409, 413, 418-420, 423 Super Mario Bros., 361, 413, 414 Superhero League of Hoboken, 201, 202, 203, 208, 213 superheroes, 75, 201-203 Surreal Software, 389 surrogate, xx, 13, 62, 65-66, 138, 141, 230, 255, 324-326, 417 anonymity of, 245 Suspended, 208 suspension of disbelief, 12-13, 135, 221, 362, 399 switch flipping, 415 symmetry, 155-157 Synapse Software, 190 synergies, 205, 415 system dynamics, 436-437 System Shock, 142 systems, 484 combining, 25-26, 28, 400 complex, 122-124, 141, 279 interesting, 25 phase-space of, 441 sophisticated, 398 T taboo activities, 7 tactical combat, 29, 264, 309 Tajiri, Satoshi, 1 Tank 8, 107 Tanktics, 265, 290 target audience, 477-478, 482 teaching the player, 132-136, 145, 405 team (development) xxi, 73-74, 82-85, 117, 173, 249, 253, 257-258, 292, 294, 301-303, 313, 317-318, 321-323, 341, 343-344, 368, 378, 387-388, 394-395, 407, 411, 414, 427, 432, 450-451, 454, 473-474 large vs. small, 33, 466-467 team lead, 427 teammates in games, 52, 168-169, 173-175, 225-226, 233-234 teamwork, 278 technical design document, 117, 292, 294, 300, 301 technology, 28-29, 32, 37-38, 43-48, 51-57, 60, 74, 96-97, 117, 142, 147-148, 151-152, 184, 197, 207, 211, 218, 228, 233, 249, 250, 254-255, 259-261, 267, 288-289, 294-295, 304-309, 314-315, 327, 341, 375-376, 409, 435, 451-452 tedious details, 7, 130 Tekken,8,219 Tempest, 61, 99, 104, 379 Tengen, 109 tension, 68-71, 103, 154-155, 217, 409 testing, see playtesting Tetris, xx, 15, 91, 101, 109-110, 120, 130-132, 146-157, 160, 165-166, 215, 332, 369, 487 completeness of, 156-157 “next” feature, 153 Texas Instruments, 275 text, 191, 200, 224, 225 582 Index text adventures, 49, 189, 196-198, 200, 208, 237, 239-240 text parser, see parsers Theurer, Dave, 99, 105 Thief, 215, 323, 324 Thief II, 323, 324 third-person perspective/view, 89, 133, 141-142, 245, 356 THQ, 206 Threadbare, Bobbin, 240-241, 244 throw away work, 251-253, 255-258, 377 Thurman, Bob, 185 Thurman, Uma, 185 Tibet, 185 Time Warner, 105, 110 Titanic, 188 Tolkien, 201 Tomb Raider, 15, 79, 133, 138, 211, 230, 325, 369, 374, 409, 413, 418, 426 tools, 49, 289, 378-394, 421 development, 370 proprietary, 386, 388 user available, 465-466 topics, 21-22, 26-27, 31, 35 interesting part, 31 Toulouse-Lautrec, Henri, 362-363 tower of Hanoi, 189 toys, 11-12, 336, 397-398, 439-440 trackball, 65, 103 Trameil, Jack, 110 trial and error, 14, 424, 429 trilogies, 193 Trinity, 237, 240 TRS-80, 186-187, 193 Trust & Betrayal: The Legacy of Siboot, 263, 274-276, 275, 278, 286, 287, 290 use of language, 275-276 Tube Chase, 111 Turing test, 159, 211 Turman, Larry, 350 turn-based, 34, 135 vs. real-time, 21-22, 419 turn-based strategy games, 162-163, 331 tutorial, 401, 134 typing as interface 199, 237 Tyrannosaurus rex,31 U Ultima, 215 Ultima IV: Quest of the Avatar, 316 Ultima Underworld, 406 unconventional game design, 275-276 uncovering the story, 465 under the radar, 254 understanding the game-world, 23, 25, 60, 279, 441-442 Understanding Comics, 283, 456, 489 Understanding Media, 490 understanding technology, 259-260 unexplored territory in game design, 32 unfair, 243, 258 unintuitive, 473 unique experience, 148-149 unique solutions, 122-125, 145, 441 unique stories, 234 uniqueness of a game design, xx, 75, 322, 332 units, 26-27 unpredictable, 8-9, 164-167, 251, 420 Unreal, 16, 17, 411, 417 Unreal Tournament,3,4, 159 USSR, 157 V Valve Software, 46, 390, 410 variations on gameplay, 95, 105, 149, 250, 372 vector hardware, 98-99 venture capitalists, 340 Vezza, Al, 187 video game crash, 197, 269-270 video games vs. computer games, 197, 269-270, 279-280 Video Pinball, 97-98, 120 Vietnam, 273, 278 view of game-world, 141-142, 307-308, 327, 356, 373, 451-452 editing view, 381 first-person, 327, 356 over-the-shoulder, 373 side, 327, 373 third-person, 89, 133, 141-142, 245, 356 violence, 77, 277-278, 375, 442-443, 462, 468 Visicalc, 195 Visicorp, 195 Visio, 295 vision for game design, xxi, 118, 147, 303, 337, 344, 433, 487-488 Visual Basic, 464 visual medium, 167 visual representation of information, 143-144 Visual Studio, 389 Index 583 Voltarr, 79 Vulcan, 384-385 W wackiness, 449, 470 Wafer Thin Documents, 338-339 Waiting for Dark, 355, 376 War and Peace, 339 WarCraft, 28, 30, 144, 208, 305-306, 308-310, 331, 418, 423 WarCraft Adventures, 213 WarCraft II, 330 wargames, 7, 20, 29, 48, 160, 167, 264-267, 273-274, 288, 416, 447-448, 468 Warner Bros., 105-106, 300 Wasteland, 227 watching vs. doing, 17-18 Waterloo, 7-8, 48 Wayne Gretzky 3D Hockey, 112-113, 120 Welltris, 152 Wheatley, Dennis, 195 whiners, 393, 474 Who Killed Marshall Robner?, 195 Who Killed Robert Prentiss?, 195 willful self-delusion, 371 Williams, Robin, 38 Wilmunder, Aric, 238 Wilson, Edward, 447 win/loss conditions, 397, 437, 440-442 Windows, 137, 143, 241, 402, 459 Wing Commander, 270-271 wire-frame, 381, 383, 435 Wishbringer, 184, 237, 240 Wizard, 266 Wolfenstein 3D, 306 women gamers, 101-102 Wood, Dennis, 109 World War I, 110 Worldcraft, 381 WorldWinner.com, 180, 206 Wright, Frank Lloyd, 405 Wright, Will, 11, 279, 287, 395-396, 398, 400, 404-405, 434-471, 475, 487 Wrigley Field, 408 writing, 181-183, 190, 212, 230-231, 244-245, 291, 368-369, 376 for games, 193, 207, 230 style, 297, 318-320 tools, 318-319 with bullet points, 318, 335 writers, 230-231, 299-300, 371, 411 wrong reasons for working in games, 492 WYSIWYG, 380 X X-Com: UFO Defense, 121 Xybots, 93-94, 108, 109, 111, 117, 120 Y Yale, 348 Yankee Stadium, 408 “you can never stop playing the game” phenomenon, 28, 401 “you can’t do that,” 200 younger gamers, 184 “your game is too hard,” 485-486 Z Zeuch, David, 264 ZIL, see Infocom development system Ziploc bags, 195 zombies, 466 Zoner editor, 382 Zork, 148, 180, 183-184, 188 Zork I, 180, 187, 195, 200, 208, 210 Zork II, 180-181, 187 Zork III, 181, 196 Zork V, 188 Zork Zero: The Revenge of Megaboz, 188-189, 199, 202, 209, 213 584 Index About the Companion CD The CD comes with a fully readable and searchable version of the .PDF version of this book, for those who prefer to read on their computers. It also includes an HTML docu - ment with a collection of links to various useful game design and development resources on the Internet, including all of those listed in the bibliography. The CD also contains a wide variety of software, both demos as well as fully func - tional packages. All of the software included is used by professional game developers for various aspects of game creation, ranging from sound editing to 3D modeling to image manipulation to programming to interactive storytelling. It is included to provide the reader with useful and instructive companion materials for this book. There are fourteen packages in all, covering the full range of game development software, including: l DarkBasic: Blending the power of DirectX and the remarkable ease of BASIC, DarkBasic is a language that gives absolute beginners unprecedented power to create professional software. l Erasmatron: Chris Crawford’s powerful interactive storytelling tool allows users to create their own complex interactive storytelling experiences. l Nendo: Nendo is a fine 3D modeling and 3D painting package that is both simple enough for the novice and powerful enough for the professional. l Hugo & TADS: Compilers, debuggers, and interpreters for creating sophisticated, immersive, and platform-independent text and graphical adventures. l SmartDraw: Smart Draw is a terrific program for drawing flowcharts, level layouts, and other diagrams essential to game development. l SpriteLib: SpriteLib is a free sprite graphics library for all multimedia developers. Containing well over 780 professionally drawn images in over a dozen sizes and themes, SpriteLib is the ideal tool for developing the latest generation of games. l Visual SlickEdit: Visual SlickEdit is an award-winning source code editor that increases development productivity and improves software quality. It supports most languages out of the box and is extensible to support your favorite language as well. The CD contains ReadMe.txt and ReadMe.html files, which are a good place to begin exploration of the CD. System Requirements The CD is a hybrid Windows/Macintosh disk and provides software for both platforms, though not all of the packages are available for both systems. The requirements of the different pieces of software differ from package to package. The base requirements for use of the CD are any system running Windows 95 or later, or any system with Macintosh System 7 or later. CD/Source Code Usage License Agreement Please read the following CD/Source Code usage license agreement before opening the CD and using the contents therein: 1. By opening the accompanying software package, you are indicating that you have read and agree to be bound by all terms and conditions of this CD/Source Code usage license agreement. 2. The compilation of code and utilities contained on the CD and in the book are copyrighted and protected by both U.S. copyright law and international copyright treaties, and is owned by Wordware Publishing, Inc. Individual source code, example programs, help files, freeware, shareware, utilities, and evaluation packages, including their copyrights, are owned by the respective authors. 3. No part of the enclosed CD or this book, including all source code, help files, shareware, freeware, utili - ties, example programs, or evaluation programs, may be made available on a public forum (such as a World Wide Web page, FTP site, bulletin board, or Internet news group) without the express written permission of Wordware Publishing, Inc. or the author of the respective source code, help files, shareware, freeware, utili - ties, example programs, or evaluation programs. 4. You may not decompile, reverse engineer, disassemble, create a derivative work, or otherwise use the enclosed programs, help files, freeware, shareware, utilities, or evaluation programs except as stated in this agreement. 5. The software, contained on the CD and/or as source code in this book, is sold without warranty of any kind. Wordware Publishing, Inc. and the authors specifically disclaim all other warranties, express or implied, including but not limited to implied warranties of merchantability and fitness for a particular purpose with respect to defects in the disk, the program, source code, sample files, help files, freeware, shareware, utilities, and evaluation programs contained therein, and/or the techniques described in the book and implemented in the example programs. In no event shall Wordware Publishing, Inc., its dealers, its distributors, or the authors be liable or held responsible for any loss of profit or any other alleged or actual private or commercial dam- age, including but not limited to special, incidental, consequential, or other damages. 6. One (1) copy of the CD or any source code therein may be created for backup purposes. The CD and all accompanying source code, sample files, help files, freeware, shareware, utilities, and evaluation programs may be copied to your hard drive. With the exception of freeware and shareware programs, at no time can any part of the contents of this CD reside on more than one computer at one time. The contents of the CD can be copied to another computer, as long as the contents of the CD contained on the original computer are deleted. 7. You may not include any part of the CD contents, including all source code, example programs, share - ware, freeware, help files, utilities, or evaluation programs in any compilation of source code, utilities, help files, example programs, freeware, shareware, or evaluation programs on any media, including but not lim - ited to CD, disk, or Internet distribution, without the express written permission of Wordware Publishing, Inc. or the owner of the individual source code, utilities, help files, example programs, freeware, shareware, or evaluation programs. 8. You may use the source code, techniques, and example programs in your own commercial or private applications unless otherwise noted by additional usage agreements as found on the CD. Warning: Opening the CD package makes this book non-returnable. . 132-136, 145, 405 women gamers, 101-102 younger gamers, 184 playing experience, 482 “playing it in my mind,” 99 playing other games, 486 playing pieces, 26-27 playing the game, 35-36, 250, 472 playing. capitalists, 340 Vezza, Al, 187 video game crash, 197, 269-270 video games vs. computer games, 197, 269-270, 279-280 Video Pinball, 97-98, 120 Vietnam, 273, 278 view of game- world, 141-142, 307-308,. 370-371 Royce, Wanda, 268 RPGs, see role-playing games RT3D, see real-time 3D graphics RTS, see real-time strategy games Rubik’s Cube,2 Rubin, Owen, 94 rules of game design, 19, 22, 40, 101, 122, 145,

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