Game Development Reference
In-Depth Information
connotation:
extraordinary meanings,
signifi ed
by a
sign
: in a game, a chair can be a
weapon or a throne for a king and so on. Part of semiotic theory, introduced in
Chapter 10 .
conquerors:
people who want to win and beat the game. One of the four generic player
personality types
as defi ned by International Hobo, introduced in Chapter 6.
controller sign:
a
computer - based sign
that affects other signs but does not itself change.
The walls in Pac-Man are controller signs because they have
permanence
and
action
but not
handling
and
transience
. They restrict Pac-Man and the ghosts to the
“corridors” but do not change in any way. Part of the
semiotic
theory of interaction,
introduced in Chapter 11 .
co - presence:
the
aesthetic
pleasure of being present with other sentient characters in a
game. One of the
aesthetic
pleasures of games introduced in Chapter 4.
denotation:
the everyday meaning,
signifi ed
by a
sign
: a chair is to sit on. Part of
semiotic
theory, introduced in Chapter 10.
diachronic: signs
that are related over time, as in fi lms, TV programs and, of course,
games. Part of
semiotic
theory, introduced in Chapter 10.
encyclopedic:
the depth of description of the game world, part of Janet Murray' s digital
environment characteristics, introduced in Chapter 4.
generalized interaction sequence:
abstract view of
interaction sequences
that
applies to a number of games. Part of the
semiotic
theory of interaction, introduced in
Chapter 11 .
ghost sign:
a
computer - based sign
that has only action. This
sign
only becomes apparent
through the effect it has on other signs. Hidden trap doors in platform games are typical
ghost signs. Part of the
semiotic
theory of interaction, introduced in Chapter 11.
handling:
property of a
computer - based sign
that it can be controlled in certain ways
through the game interface. Pac-Man possesses handling; the player can change the
character's direction of movement. Part of the
semiotic
theory of interaction, introduced
in Chapter 11 .
icon:
the
signifi er
of a sign closely resembles the
signifi ed
, as in a photograph. Introduced
in Chapter 10. See also
semiotics
,
index
, and
symbol
.
index:
the
signifi er
of a
sign
is causally related to the
signifi ed
, as in smoke from a fi re,
footsteps in the sand, and so on. Introduced in Chapter 10. See also
semiotics
,
icon
, and
symbol
.
inside - out code:
the
code
we use to work out information the game engine hides from us
in order to make the game more challenging. Part of the
semiotic
theory of interaction,
introduced in Chapter 11 .
intention:
the pleasure of setting goals, short and long term, when playing a game. One of
the
aesthetic
pleasures of games introduced in Chapter 4. See also
agency
.
interaction sequence:
list of interactions in a particular game ordered over time. Part of
the
semiotic
theory of interaction, introduced in Chapter 11.
interactive sign:
a
computer - based sign
that represents the playable character in a game
for instance. The playable character will have
permanence
,
transience
,
handling
, and
action
. Part of the
semiotic
theory of interaction, introduced in Chapter 11.
intertextual:
referencing
signs
from one medium in another, for example: the exotic fruits
in Pac-Man reference slot machines (fruit machines, one armed bandits, and so on). Part
of
semiotic
theory, introduced in Chapter 10.
Search WWH ::
Custom Search