Analytical Perspectives in Game Design
Glossary
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Select the first letter of the word from the list above to jump to appropriate section of the glossary. If the term you are looking for starts with a digit or symbol, choose the '#' link.


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- A -

add [object model]
An internal command to allow the addition of an object to the end of a association list.
agent processor
An agent is a piece of software that will perform complex tasks in the background either on a specific set of triggers or in response to a user action. There are simple and complex agents.
analyser
An analyser is a piece of software that converts an input set of objects into a complexly structured set of objects in the internal parser language of the system.
announce
This is a communication command that allows the announcement of a public communication from a hidden source. For example, a communication from a PA system.
applicator
An applicator is a piece of software that applies effects to an input set of objects to take into account the current state of the game.
ASCII [data files]
A data format used in the game data files.
assemble [object model] [player]
This is an action command that allows the player to construct an object from it's components.
attach [object model] [player]
This is an action command that allows the user to attach one object to another externally. (using an attachment mechanism (glue, nails, ...)).
authenticators
A piece of software that ensures that the communications over the network are done by allowed brokers.
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- B -

broker
A piece of software that acts to transfer data across the network in an optimal manner.
builders
These are pieces of software that allow the construction of complex items from simple representations. They manage the construction process as performed by the factories.
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- C -

capability
A capability is the ability of an thing to perform a function.
category
A category is a collective grouping of a type of thing. For example a table could be defined by a category.
category name [data file]
This is the name used in the category data files.
close
A communication command to allow the user to close a point to point communication channel.
command
An instruction issued by the user to perform an action.
command processor
This is a piece of software that takes the input from the user, via the GUI, or from and agent and processes that command. The command is parsed and then converted into an internal representation that can be processed within the game core. The command processor consists of input modules, applicators, parsers and analysers.
connect
A communication command to allow the user to connect to a broadcast channel for sending and receiving.
construct [object model]
An internal command to create an object.
contexts
Contexts are used to describe a local environment. The most important environment is the local context of the player. Other contexts include contexts for NPCs and areas of effect for things such as explosions.
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- D -

data communications unit
The data communications unit is a piece of software for the transfer of data across the network. It also handles local storage of data and hides the actual location of the data from the other software items. The data communications unit consists of builders, factories, prefetchers, lockers, prototype caches, request brokers, savers and data io units.
data io units
data io units are pieces of software that allow the transfer of data across the network in a manner which hides the actual transfer technology from the software.
destruct [object model]
An internal command to destroy an object.
disconnect
A communication command to allow the user to disconnect from a broadcast channel.
disassemble [object model] [player]
This is an action command that allows the player to pull-apart an object into it's component parts.
distribute
This is a communication command that allows a user to send a broadcast communication to a communication channel.
downgrade [object model] [player]
To remove a component from a thing. Note that there are some components that cannot be removed without destroying the thing.
drama processor
The drama processor is a piece of software that has a high level of control over the game world. It determines how the world will interact with the players action on a global basis to generate a drama of action within the game world.
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- E -

effect filters
These are pieces of software that apply special effects to the data passed to them. For example: the multicultural effects filter will convert the generic representation of world data into a culturally specific representation.
emote
This is a communication command that allows the communication of states without the use of words. for example "cry, like a baby".
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- F -

factories
These are pieces of software that construct simple objects from stored data in a given location.
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- G -

game database
This is the software module that holds the core data representing the world. There is a local copy of this data in the client and a global master copy in the server.
get [object model]
An internal command to allow the retrieval of the value of an attribute or state of an object.
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- H -

hit
This is an action command that allows the player to strike one object with another. Particularly useful in combat or to break down doors.
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- I -

inheritance [data file]
a field name used in the category data file to indicate the type of relationship between categories.
insert (1) [object model] [player]
This is an action command that allows a user to put one thing inside another thing.
insert (2) [object model]
An internal command to allow the insertion of an object into an association list.
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- J -

(empty)
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- K -

(empty)
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- L -

list
This is a passive command that allows the player to list the games or worlds on the current server.
lockers
lock processor
The lock processor is a piece of software that manages object locking within the system.
login
This is a passive command that allows the player to join a game.
login processor
The login process grants access to the system, provides authentication and provides facilities to facilitate the inter-communication between all the clients and servers on the system.
logout
This is a passive command that allows the player to leave a game.
look
This is a passive command that allows the player to look at the current context or at a particular object.
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- M -

move [object model] [player]
This is an action command that allows a user to change the containment relationship between objects across the containment hierarchy.
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- N -

Narrate
This is a communication command that allows the user to send a long descriptive item of text, voice or graphics.
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- O -

Open
This is a communication command to allow the user to open a point to point communication channel.
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- P -

personality processor
The personality processor is a complex piece of software that attempts to provide the attributes associated with a real person to create an AI style agent. The components of personality modelled are: emotion, self-motivation, change over time, and social relationships.
pickup
This is an action command that allows the player to pick up an object. (Or some other object to do the same.)
plot processor
The plot processor is a complex piece of software that monitors events in the game world and makes modifications to the events to drive a series of plot lines.
prefetchers
The prefetcher is a piece of software that manages the preloading of data. They are used to speed up the response time across the network by loading data in the background using algorithms to determine which preloads will save the most on response time.
prototypes
The prototype is a software object that represents a generic object within the game world. To save response time and storage space these objects are held in memory and only the differences for a specific item are recorded.
prototype caches
This is the memory area and software mechanism used to hold the prototypes.
pull
This is an action command that allows the user to pull on an object (or get something else to do the same).
push
This is an action command that allows the user to push against an object (or get something else to do the same).
putdown
This is an action command that allows the player to get rid of an object from their person or command some other object to do the same.
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- Q -

(empty)
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- R -

remove (1) [object model] [player]
This is an action command that allows the player to take an object out of a containership relation. For example, remove a book from a bag.
remove (2) [object model]
An internal command to remove an object from an association list.
representations
request brokers
This is a mechanism implemented in software to send generic requests across the data network. I expect to use the CORBA (Common Object Request Broker) mechanism to simplify the development process. This allows software agents to be sent across the network to reduce network traffic. Note these agents are not the same as the agents I am using in this terminology set because of a collision in terms between the software people and the AI people. I have not yet decided on a term.
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- S -

savers
These are pieces of software that manages the persistence of objects. The objects may be stored locally or remotely.
say
This is a communication command that allows the player to send messages to all people within the current range of communication. It is public and visible.
send
This is a communication command that allows the player to send communications on a point to point communication channel.
set [object model]
An internal command to allow the setting of an attribute or state of an object.
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- T -

talk
This is a communication command that allows the user to send a private, visible communication to another player.
things
time processor
The time processor keeps track of time within the game. It has a clock that keeps track of world time and a schedular that fires scheduled events into the game. There is a local clock on the client and a master clock for the server.
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- U -

unattach [object model] [player]
This is an action command that allows the user to undo an attachment between two objects.
unicode [data files]
A data file format used in the game data files.
upgrade [object model] [player]
To add a component to a thing. For example, adding a cap to a pen.
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- V -

view constructors
The view generator is a piece of software that take the data and convert it into a representation that can be displayed by a GUI. An example of a view generator is the textual view generator. This software takes the representation of the world in objects and converts it to a language set of data for display in a text field on a screen.
view processor
The view processor is a piece of software that converts the underlying representation of the game data into a representation that can be processed by the GUI. The view processor consists of effect filters and view constructors.
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- W -

whisper
This is a communication command that allow the player to send a secret communication to another player in the same space.
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- X -

(empty)
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- Y -

(empty)
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- Z -

(empty)
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- # -

(empty)
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22/11/99

 


See also: [Role Playing Games] [Game Engine]
© 1998, 1999 Brian Yap. These pages are available under the GNU licence.