Game Development Reference
In-Depth Information
first-person perspective
A
camera model
always used with
avatar-based interaction
models
in which the
virtual camera
displays the
game world
from the point of view of
the avatar's own eyes.
first-person shooter (FPS)
A
shooter
game in which the game world is displayed
from the
first-person perspective
. Also sometimes called a POV (point of view) shooter
and, in Europe, an egoshooter.
fog of war
(1) The technique of hiding unexplored regions of a terrain from the
player using an aerial perspective by showing them as featureless, usually black.
(2) The technique of hiding regions or some aspects of terrain, even if previously
explored, from a player using an aerial perspective, if the player has no
units
in the
region to see what is going on there. Typically used in war games to prevent the player
from observing enemy troop movements unless he has units nearby to see them.
foldback story
A variant of a
branching story
in which the branching plot lines
eventually return to an inevitable event that the player will experience regardless
of his choices before branching out again.
FPS
See
first-person shooter
.
freeform creative play
Creative play constrained only by the options that the
game offers and the technological limitations of the machine but not by rules.
Contrast with
constrained creative play
.
free-roaming camera
A
camera model
used in 3D
game worlds
, normally with
mul-
tipresent interaction models
, in which the
virtual camera
may move anywhere around
the world, often under player control.
functional attributes
Attributes of an avatar or other character that influence
gameplay through their effect on the core mechanics. Contrast with
cosmetic
attributes
.
game
A type of
play
activity conducted in the context of a pretended reality in
which the participant(s) try to achieve at least one arbitrary, nontrivial
goal
by act-
ing in accordance with
rules
.
game concept
A statement of a group of design choices sufficient to convey,
among other things, what a game will be like to play, for what audience it is
intended, and on what machine it will run.
game engine
That part of the game's software that implements the
core mechanics
.
game theory
A branch of mathematics aimed at discovering optimal solutions in
situations where the parties to the situation have a
conflict of interest
.
game tree
A hypothetical specification of all possible future events in a game,
which can be drawn on paper in a diagram that looks like a tree, as future choices
branch out. Normally used only for two-player, turn-based games.