Game Development Reference
In-Depth Information
deathmatch A multiplayer competitive competition mode.
degree of freedom The number of possible dimensions that an input device can
move through.
designer-driven game A game whose designer retains all creative control. Such
games usually reflect the designer's own personal desires rather than a wish to
entertain others.
desktop model An interaction model that mimics a computer or a real desktop.
dialog tree A structure documenting player dialog choices and nonplayer character
responses to those choices in a scripted conversation that can be drawn on paper in a
diagram that looks rather like a tree. Each player option produces a new branch in
the tree.
difficulty One of several measures that determine how hard a game is to play. See
absolute difficulty , relative difficulty, and perceived difficulty .
dimensions Collections of related properties that define how the player experi-
ences the game world , for example, the physical dimension, emotional dimension,
ethical dimension, and so on.
dolly To move the game's virtual camera forward or backward along a line in the
same direction that it is facing.
dominant strategy A strategy so effective that the player has no reason to use any
other. A game containing a dominant strategy is said to be poorly balanced .
drain A mechanic that permanently removes resources from the game world with-
out introducing anything in exchange.
dramatic action An action the player takes that changes the direction of the plot
and, thus, future events in the story as the player will experience it. Many player actions
contribute to a story but are not dramatic actions; they do not change the future.
dramatic freedom See agency
dramatic tension An audience's sense that an important problem or situation in a
story is not yet resolved, leaving them wondering how it will come out. Do not
confuse with gameplay tension . Usually called “conflict” by screenwriters.
dungeon exit See level exit .
elaboration stage The second and longest stage of game design, during which the
designers elaborate on the game concept they built during the concept stage .
embedded narrative Narrative material that is written by the designer and built
into the game software (embedded) during development. See narrative and narrative
events , and contrast with emergent narrative.
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