Game Development Reference
In-Depth Information
Rules:
Katie Salen and Eric Zimmerman's irst schema for understanding games; the
underlying structure that guides how players play a game; rules govern the game and
help deine the game for what it is and also what it is not.
Sandbagging:
Players pretending to be in a worse-of position than they are during a
game.
Semiotic productivity:
John Fiske's term for the meaning created when fans watch or
read media texts.
Serial:
A particular ordered experience of a media text.
Skills/character attributes:
Mutable elements of a game character that afect the
abilities of that character.
Snowball storytelling:
A type of transmedia franchise that consists of a core narrative
that becomes so popular that it inspires multiple products to be created ater its
release.
Spatial-temporal environment:
he elements of the cult world.
Spimatic cycle:
he particular and unique interactions each player will have with a
media franchise.
Spime:
Bruce Sterling's term for a digital and physical trace of an object through both
time and space; physical objects that begin and end as data.
Static elements:
Parts of a media text that remain the same when adapted to a diferent
medium.
Storyworld:
he complete environmental and temporal understanding of a cult world.
Symbolic pilgrimage:
Roger Aden's term for how media viewers interpret the world of
the narrative as a geography to visit.
Synchronic:
Highly engaged with time.
System storytelling:
A type of transmedia franchise that has been deliberately designed
to use more than one medium to tell one story.
Systemic analysis:
An analysis of a game that examines the unique characteristics of the
game that help make the game what it is.
Temporal thickness:
A term for the presence of time within an object or character; the
feeling that a character has a past and a future.
Text:
Any media product that can be interpreted; this includes books, movies, television
programs, graphic novels, games, fashion, or any other “readable” medium.
Textual analysis:
A methodology used to discover the most likely interpretations that
might be made of that text.
Textual productivity:
John Fiske's term for the meaning generated when fans create
their own texts.
Traitor mechanic:
A game mechanic wherein one player works against the group
unbeknownst to the others.
Transcoding:
Lev Manovich's term for the inluence the computer has over our
understanding of traditional media and culture.
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