Game Development Reference
In-Depth Information
Glossary
action:
property of a
computer - based sign
that can affect other
signs
. The ghosts in
Pac-Man have the action property because they can kill Pac-Man. Part of the
semiotic
theory of interaction, introduced in Chapter 11. See also
actor sign
.
activity group:
one of the 49 basic gameplay activities that GIL calculates values for, part
of a game's
activity profi le
, introduced in Chapter 3.
activity profi le:
graph of the activity groups important to a particular game, part of
activity profi ling, introduced in Chapter 3.
actor sign:
a
computer - based sign
that represents an active agent of some sort in a game.
The ghosts in Pac-Man are actor signs because they have
permanence
,
transience
, and
action
, but not
handling
. Part of the
semiotic
theory of interaction, introduced in
Chapter 11 .
aesthetic:
the particular pleasures to be gained from a communications medium: games,
fi lms, paintings, and so on. Introduced in Chapter 4. See also
agency
,
narrative
potential
,
transformation
,
co - presence
, and
presence
.
agency:
the pleasure of interacting with a game, one of the
aesthetic
pleasures of games
introduced in Chapter 4. See also
intention
and
perceivable consequence
.
attractors:
content that stimulates
intentions
. A type of
surprise
that forms part of
perceptual opportunities
, introduced in Chapter 7. See also
connectors
and
rewards
.
challenge points:
an
intention
we have to satisfy before we can move on in the game.
Part of
perceptual mapping
, introduced in Chapter 7. See also
choice points
,
retainers
,
and
routes
.
choice points:
a point in the game at which we can form and choose from multiple
intentions. Part of
perceptual mapping
, introduced in Chapter 7. See also
challenge
points
,
retainers
, and
routes
.
code:
rules that allow us to make meaning of
signs
in a particular medium. For example,
recognizing that underlined text in a web page is a link but that underlining is only there
for emphasis in a newspaper or magazine. Part of
semiotic
theory introduced in
Chapter 10 .
code of interaction:
the
code
at the heart of gameplay, the code of compulsive repetition.
At the heart of the
semiotic
theory of interaction, introduced in Chapter 12.
computer - based signs:
very low level view of the way
signs
in a game interact in terms
of
permanence
,
transience
,
handling
, and
action
. Part of the
semiotic
theory of
interaction, introduced in Chapter 11 .
connectors:
content that helps the player to retain focus on a current goal. A type of
surprise
that forms part of
perceptual opportunities
, introduced in Chapter 7. See also
attractors
and
rewards
.
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