Game Development Reference
In-Depth Information
perceived difficulty
The player's actual perception of how hard a challenge is to
overcome. It takes into account four factors:
intrinsic skill required
,
stress
,
power pro-
vided
by the game, and the player's
in-game experience
at surmounting similar
challenges.
perfect information
A quality of a game such that each player has full knowledge
of his own status and the other players' status including all previous actions taken;
no information is hidden, and there is no element of chance.
permanent upgrade
An upgrade to the capabilities of the player's avatar or units
that lasts for the remainder of the game.
persistent world
A large online game with no definite beginning or ending that
allows players to join, play, and depart at any time. Most frequently implemented
as a server-based computer role-playing game played over the Internet.
perspective
One of several
camera models
in which the game's
virtual camera
remains largely fixed with respect either to an avatar or a game world. For example,
the camera in a
first-person perspective
always remains fixed relative to the avatar.
The previous edition of this topic referred to all camera models as perspectives.
plan-and-build
A construction play mechanic in which the player plans a new
object at a location in the environment and the resources necessary to construct it
are consumed over time as the object is built. Contrast with
purchase-and-place
.
platformers
Action or action-adventure games in which a common avatar action
involves jumping on and off platforms in the game world.
play
Nonessential, recreational human activities. One of the four key elements
of a game.
player events
Actions performed by the player as part of an interactive story.
player-centric
An approach to game design that requires the designer to empa-
thize with the player and concentrate on entertaining that player.
positive feedback
A phenomenon of the game's
balance
such that successful player
action makes subsequent challenges easier.
power provided
The resources, actions, capabilities, and other game features
under the player's control that enable him to meet challenges.
powerup
An object in the game world that, when found by a character (usually
the avatar), gives that character added powers.
presentation layer
Another term for the
user interface
.
pretending
The mental ability to establish a notional reality that the pretender
knows is different from the real world. One of the four key elements of a game.
previous experience
The amount of time the player has spent playing games simi-
lar to the one under development. This factor influences the
perceived difficulty
of
the game but lies outside the designer's knowledge or control.