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Designing Games
book

Designing Games

by Tynan Sylvester
February 2013
Beginner content levelBeginner
413 pages
11h 16m
English
O'Reilly Media, Inc.
Content preview from Designing Games

Index

A note on the digital index

A link in an index entry is displayed as the section title in which that entry appears. Because some sections have multiple index markers, it is not unusual for an entry to have several links to the same section. Clicking on any link will take you directly to the place in the text in which the marker appears.

Symbols

“Aha!” moment, Emotion Through Learning

A

abstraction, Abstraction, Abstraction
accessible games, Depth, Skill Range
acquisition, emotion through, Emotion Through AcquisitionEmotion Through Spectacle, Emotion Through Spectacle, Emotion Through Spectacle
action role-playing games, feeling of acquisition in, Emotion Through Acquisition
adaptive difficulty, Difficulty ModificationDifficulty Modification, Difficulty Modification, Difficulty Modification
adventure games, fictional ambiguity in, Metagame Information
advertisements, setting expectations and, Setting Expectations
agency problems, Agency ProblemsCase Study: Fallout 3, Agency Problems, Player–Character Motivation Alignment, Player–Character Motivation Alignment, Case Study: Fallout 3
AI (Artificial Intelligence), predictability and, Predictability and AI
aim assist, Input AssistanceInput Assistance, Input Assistance, Input Assistance
algorithm, hill climbing, Planning HorizonCultural Habit, Planning Horizon, Cultural Habit
Amabile, Teresa, The Progress Principle
anger, in motivating, Fear and Love
antagonistic emotions, constructing game experiences using, Antagonistic EmotionsEmotional ...
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Publisher Resources

ISBN: 9781449338015Errata Page