Game Development Reference
In-Depth Information
layout sign:
a
computer - based sign
that has only
permanence
. Layout signs take
no part in gameplay. They are typically used as backdrops in platform and point-and-
click games to “set the scene.” Part of the
semiotic
theory of interaction, introduced in
Chapter 11 .
managers:
people looking for strategic or tactical challenges. One of the four generic
player
personality types
as defi ned by International Hobo. Introduced in Chapter 6.
myth:
meaning systems that we take for granted as being natural in some way, for
example, consumerism, capitalism. Part of
semiotic
theory, introduced in Chapter 10.
myth of interaction: semiotic myth
that assumes we should be able to take part, to make
a difference, as opposed to being a passive recipient, a member of the audience. Part of
the
semiotic
theory of interaction, introduced in Chapter 12.
narrative potential:
the pleasure of the coherent build-up of agency into meaningful
patterns or even stories, one of the
aesthetic
pleasures of games introduced in Chapter 4.
object sign:
a
computer - based sign
that typically signifi es scores and other game statuses.
Object signs have
permanence
and
transience
only. Part of the
semiotic
theory of
interaction, introduced in Chapter 11 .
paradigm:
the relationship between the
signs
we perceive in a
text
and those that could
have been chosen. Why is Pac-Man a pizza with a slice taken out instead of an apple pie
or a doughnut. Part of
semiotic
theory, introduced in Chapter 10.
participants:
people who just like to participate in a game, to join in: very story-oriented.
One of the four generic player
personality types
as defi ned by International Hobo,
introduced in Chapter 6 .
participatory:
the ability to affect change in a game, part of Janet Murray' s digital
environment characteristics, introduced in Chapter 4.
perceivable consequence:
the pleasure of fi nding out what happens as a result of
interacting with a game. One of the
aesthetic
pleasures of games introduced in Chapter
4. See also
agency
.
perceptual mapping:
combinations of
perceptual opportunities
that give rise to major
gameplay situations. Introduced in Chapter 7. See also
choice points
,
challenge points
,
retainers
, and
routes
.
perceptual opportunities:
theory which deals with the game content and suggests
possibilities for interaction. Introduced in Chapter 7. See also
sureties
,
surprises
,
shocks
, and
perceptual mapping
.
permanence:
property of a
computer - based sign
that it is always associated with the
same signifi er. Part of the
semiotic
theory of interaction, introduced in Chapter 11.
player types:
generic personality profi les of the different types of game players as defi ned
by International Hobo, introduced in Chapter 6. See also
conquerors
,
managers
,
participants, wanderers
.
presence:
the player 's sense of being part of, of being in, the game world to the exclusion
of the real world around them. One of the
aesthetic
pleasures of games introduced in
Chapter 4 .
procedural:
the degree to which characters, objects, and so on are functionally
programmed into the game, part of Janet Murray's digital environment characteristics,
introduced in Chapter 4 .
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