Analytical Perspectives in Game Design
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Glossary
Inter-player communication
Language Perspectives
Legal Perspective
Multicultural Perspectives
Temporal perspectives
Things

Capabilities

A capability is the ability of an thing to perform a function.

Categories

Categories are used to describe generic things that can be used within a game.

Characteristics

A characteristic is a description of a thing. For example a characteristic could be the color of a shirt.

Commands

A command is the result of a user interaction with the GUI. The command is translated into an internal representation and then actioned by the database.

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.

Environmental Effects

Environmental effects modify what the player can see within the world.

Glossary of Terms

I have had to be quite specific in the use of some terms to make the documentation readable. This section describes specific terms.

Inter-player communication

Communication with the other players in the game is a fundamental part of the game.

Language Perspective

The text view processor uses language to describe the world. This is where the general concepts of this processor are described.

Legal Perspective

Legal statements on this game.

Multicultural Perspectives

The game makes extensive use of different cultural views. This is a general description of the what culture is all about.

Persistence

The way in which persistence is handled within the game.

Representations

Temporal Perspectives

How time is handled within the game system.

The Universe

The game attempts to model the whole universe.This section describes how.

Things

Things are the core of the database. Every object in the game world is described as   thing. Attached to the things are characteristics and capabilities which together describe the things.

Threads

How threads are handled within the game.

User Interface

Describes the prototype user interface.

Worlds

In here you can see what worlds have already been created. If you want, you should be able to build a game within a world using the components located within this section.

22/11/99

 


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