classes ::: Game Dev, videogame,
children :::
branches :::

bookmarks: Instances - Definitions - Quotes - Chapters - Wordnet - Webgen


object:Game Concepts Analysis
object:GCA
subject class:Game Dev
class:videogame


beauty :::

wonder-exploration ::: some of the principle attributes of a game experience seem to be the sense of wonder and exploration, ideally characters should go "out of their way" to find some high point from which to get a lovely view since the world suggests it will be so.

freedom ::: this does belong with wonder/exploration but I add it to give also the sense of the ability to do anything. like build a house in the game, or shape it. effect it.

progress ::: the more complex this is the more freedom the player has to shape the character one way rather than another.

complex-world ::: the better we can model the complexity of "reality" in the game the better it is.

living world / progressive world ::: the world needs to grow and change, the players effects have to matter. the world should evolve. things in the world should

risk-reward ratio ::: this is symbolized in the archetype of the thief or raider stealing from deep dungeon levels, or from someone superior, a real score.

see also :::

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now begins generated list of local instances, definitions, quotes, instances in chapters, wordnet info if available and instances among weblinks


OBJECT INSTANCES [0] - TOPICS - AUTHORS - BOOKS - CHAPTERS - CLASSES - SEE ALSO - SIMILAR TITLES

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videogame
SIMILAR TITLES
Game Concepts Analysis

DEFINITIONS


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