Game Development Reference
In-Depth Information
narrative events Events that are shown to the player through narration rather
than through the action of the player or the core mechanics. Equivalent to embed-
ded narrative .
native talent The inherent ability that a player brings to a game.
natural language Ordinary language as spoken or written by human beings.
negative feedback A phenomenon of the game's balance such that successful
player action makes subsequent challenges more difficult.
networked play Play among characters on computers connected together by a net-
work. See multiplayer distributed gaming .
nonlinear stories Stories whose plot can change in response to dramatic actions on
the part of the player.
nonplayer character (NPC) A simulated character in a video game who is not an
avatar for a player. The behavior of an NPC is normally governed by artificial
intelligence.
NPC See nonplayer character.
object (of a game) See goals .
pace The rate at which the player is obliged to interact with the game; the speed at
which the game presents challenges.
pan To turn the game's virtual camera about its vertical axis.
parallax scrolling A display technique in which background objects in 2D envi-
ronments scroll by more slowly than foreground objects, creating the impression
that they are farther away. Normally used in the side-scrolling perspective to create an
illusion of depth.
party A group of characters, normally under the control of one or more players,
who act cooperatively in a game, most commonly a role-playing game.
party-based interaction model An interaction model in which the player influ-
ences the game world through a party of characters who generally stay together in
one area but may sometimes separate briefly. The player controls most or all of the
members of the party.
pathfinding An artificial intelligence technique for finding the most efficient route
from one point in a landscape to another while avoiding obstacles along the way.
Search WWH ::




Custom Search