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.