Game Development Reference
In-Depth Information
concept stage
The first major stage of game design in which the designer works to
turn an idea for a game into a
game concept
.
conflict challenge
A challenge requiring the direct opposition of forces under the
player's control. Not to be confused with
conflict of interest
.
conflict of interest
The defining quality of a game in formal
game theory
: a situa-
tion in which the players seek mutually incompatible outcomes.
constrained creative play
Creative play artificially constrained by rules. The rules
may impose physical, aesthetic, or economic limitations on what the player may
create. Contrast with
freeform creative play
.
contestant-based interaction model
An
interaction model
in which the player acts
like a contestant in a TV game show. Interactions consist of answering questions,
choosing correct answers, and making simple strategic decisions.
context-sensitive camera model
A
camera model
in which the camera moves in
response to the events and circumstances of the game rather than being fixed with
respect to the game world or the avatar.
continuous scrolling
A characteristic of scrolling 2D
camera models
where the
landscape scrolls continuously in one direction; the player is unable to change it
but has to deal with whatever appears.
converter
A mechanic, sometimes automated, that converts one or more resources
into one or more other resources.
cooperation
A form of play in which the players act together to achieve the same
goals.
core mechanics
A symbolic and mathematical model of the game's rules that can
be implemented algorithmically.
cosmetic attributes
Attributes of a character, vehicle, or other object that affect
only its appearance, not its interaction with the core mechanics of the game. The
paint color of a car is a cosmetic attribute. Contrast with
functional attributes
.
crane
To move the game's virtual camera up or down in space.
CRPG
See
computer role-playing game
.
cut-scenes
Short noninteractive visual sequences that momentarily interrupt play.
deadlock
A condition of the game's
internal economy
in which either (a) a
produc-
tion mechanism
cannot begin to operate because it requires a
resource
that is not
available and no way exists to produce the needed resource or (b) a production
mechanism ceases to operate because it has run out of some needed input resource
and no way exists to produce the needed resource. Deadlocks are caused by the
presence of a
feedback loop
or a
mutual dependency
in the flow of resources.