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.
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