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Index
Copyright
Preface
A Word from Rusel DeMaria
Acknowledgments
About the Authors
Introduction
What Is a Game and Why Do We Play?
Why Play Games?
Evolutionary Factors
Challenge and Mastery
Fantasy
Secondary Rewards
Optimal Arousal Level
Subjective Time Shifting
Personality Projection
Empowerment
Social Contact
Pride
What Is a Game?
Required Elements
More Game Elements
I. How to Use This Book
1. Using This Book as a Reference
Delving Deeper
2. Brainstorming and Research
Using Brainstorming in Groups
Kaleidoscope Brainstorming Process
Brainstorming Solo
Brainstorming Exercise
Brainstorming Examples
Basic Qualities of Weapons
Design a Weapon
A Magical Sword
Games and Research
What to Look For
Research Sources
II. Which Game Will You Make?
3. Hooks
Benefits of a Hook
Hook Evaluator v3: DP’s Forty Questions
4. What Publishers Want
Why Do We Need Publishers?
Getting Your Game Published
Preparation for the Pitch
Design Elements
Technical Elements
What Adds Real Value to Your Design?
Other Factors to Consider
Artistic License
Pitching Games to Publishers
The 45-Second Elevator Pitch
A Good Pitch
Good Pitches versus Bad Pitches
Elements of a Game Design Submission
Getting Work in the Game Industry
5. Game POV and Game Genres
POV: How to View the Game
Basic View Options
Types of Graphical Views
2D Graphics
3D Graphics
Making 2D Games
Future Game Views
Visual Styles
Game Genres
6. Business Models
In-Game Advertising
Around-Game Advertising
Finder’s Fee from First Dollar
Advert-Games/Advergaming/Re-Dressed Games
Try before You Buy
Episodic Entertainment/Expansion Packs
Buy the Win
Insurance
Financing
Velvet Rope or Member’s Club
Subscription
Support Tiers
Become a “Brand Member”
In-Game Stores and Microtransactions
Selling Consumables
Skill-Based Progressive Jackpots
Player-to-Player Wagering and Item Sales/Trades
Pay Players to Meet a Challenge
Charityware
Sponsored Games/Donationware
Pay per Play/Pay as You Go/Pay for Time
Player-to-Player Trading/Auctions
Foreign Distribution Deals
Sell Player Access/Co-Registration Offers
Freeware
Loss Leaders
Peripheral Enticement
User-Generated Content
Pay for Storage Space
Host a Private Game Server
Rentals
Licensing
Sell Branded Physical Items
Pre-Sell a Game to Its Players
Before-Game Advertising
Virtual Item Sponsorship
Add Download Insurance
Feed Me or I Die!
Methods of Avoiding Buyer’s Regret
7. Branding
Working with Someone Else’s Brand
Picking a Brand
Creating a Brand
Qualities of Successfully Branded Properties
Some Golden Guidelines from the Toy Industry
Not so Licensable
Building Value on a Character Licensed Property
8. Protecting Your Intellectual Property
Trade Secrets
Copyrights
Trademarks
III. Storytelling
9. Storytelling Techniques
Elements of a Good Story
The Basic Story Arc: Games and the Three-Act Structure
Beginning the Story
Mid-Story
End Game
Epilogue/Catharsis
Joseph Campbell Meets Star Wars and The Matrix
The Hero’s Journey
Story and the Player’s Character
Story Visualization and Structure in Games
Linear Story
Linear Branching
Webs (2D and 3D)
Snowflake (2D or 3D)
Cubes
Empty Box with Toys/Sandbox
Emergent Behavior
Ways to Start a Story
Ways to End a Story
Bad Endings
Story Techniques
Plot Twists
Dilemmas
What Is a Dilemma?
The Prisoner’s Dilemma
Types of Dilemmas
Logical Dilemmas
Moral and Ethical Dilemmas
Emotional Dilemmas
Timelines
Learning and Information Line
Action Line
Surprise
Space/Area
Emotion
Frustration Tracking
Relevance Today (Endless New Ideas!)
Social Pressures (Grow Every Year)
Sources of Current Information
Multi-Session Storytelling
Keeping Secrets
Simple Mystery and Meta-Mystery
Wrong-Headedness
Creating Comedy
Different Strokes
Step 1: Characters
Step 2: Story Structures
Elements of Comedic Story Structures
Step 3: Using the Tools of Comedy
Making Things Scary
Enhancing the Player’s Emotional Response
More Ways to Assess Your Games
Creating Emotional Responses toward Characters
Story-Builder Activity
Modifying an Existing Story (Common in the Game Industry)
Creating a New Story
A Note on Emergent Stories and Games
Creating Stories in Games
10. Movie Genres
Main Genres
Sub-Genres
Types of Comedies
Movie Genres Used in Games
11. Scenarios
Fleeing Something
Unexpected Danger
Hot Pursuit/The Chase
Tit for Tat
Preemptive Strikes
Struggle for Resources
Political Motivations
Environmental Goals
Cultural Differentiation
Cultural Manipulation
Mortal Threats
Family and Personal Issues
The Plot Thickens
Collaborating with the Enemy
Infiltration
Neutralize the Base
Making an Area Safe
Timed and/or Cyclic Events
Ways to Trigger Events and Flags
Delayed Gratification
Qualification Tests (Tests of Worthiness)
Criminal Investigation
Reversals of Fortune
Party Members
Traditional Classes of Party Members
Nontraditional Classes of Party Members
Party Member Encounters
Unwanted Sidekicks
Is It Safe?
The Call for Help
Unexpected Location Changes
The Obscure Object of Desire
Innocent Bystanders
Missing Persons
Ways to Gain Allies
Memory Games
Something’s Screwy
Time Travel
The Observer
The Gauntlet
Imprisonment Scenarios
Godlike Roles
Misdirection
IV. Characters
12. Character Design
Dave Perry’s Build-a-Character System
Some Characters Are Roles
Build a Character
Roles
Basic Characteristics
Professions
The Situation
Goals
Arc
Flaws and Limitations
Personal Strengths
Basic Emotional States (Moods)
Traits
Quirks
Fears
General Activities
Hobbies
Pets
Preferences
Sexuality
Travel
Abilities
Stress Management
The Spiritual Side
Relations to Other Characters
Physical Description and Changes
Humor
Step-by-Step Examples
A Simple Example
Step 1: Roles
Step 2: Basics
Step 3: The Family
Step 4: Professions
Step 5: The Situation
Step 6: Goals
Step 7: Arc
Step 8: Flaws and Limitations
Step 9: Strengths
Step 10: Basic Emotional States (Moods)
Step 11: Traits
Step 12: Quirks
Step 13: Fears
Step 14: General Activities
Step 15: Hobbies
Step 16: Pets
Step 17: Preferences
Step 18: Sexuality
Step 19: Travel
Step 20: Abilities
Step 21: Stress Management
Step 22: The Spiritual Side
Step 23: Relations to Other Characters
Step 24: Physical Description and Changes
Step 25: Is the Character Funny?
Finishing Up
A More Complex Example
Step 1: Roles
Step 2: Basics
Step 3: The Family
Step 4: Professions
Step 5: The Situation
Step 6: Goals
Step 7: Arc
Step 8 and 9: Strengths and Flaws/Limitations
Step 10: Basic Emotional States (Moods)
Step 11: Traits
Step 12: Quirks
Step 13: Fears
Step 14: General Activities
Step 15: Hobbies
Step 16: Pets
Step 17: Preferences
Step 18: Sexuality
Step 19: Travel
Step 20: Abilities and Powers
Step 21: Stress Management
Step 22: The Spiritual Side
Step 23: Relations to Other Characters
Step 24: Physical Description
Step 25: Is the Character Funny?
Character Descriptions and Gameplay
Gender/Type of Character
Character Racial/Species Options
Strong Character Names
Relationships of Characters
Jobs
Character Goals
How a Character Grows...Character Arcs
Revenge
Self-Discovery
Identity
Stranger in a Strange Land
Romance
War Time
Social Drama or Comedy
Character Flaws and Strengths
Real People’s Attributes
Contrasting Traits
Identities
Character Traits
Quirks
Moods
Hobbies
Religious and Spiritual Practices
Phun with Phobias
Catchphrases
Attributes of Funny Characters
Kinds of Heroes, Villains, and Minions
Heroes
The Heroic Path
Hero Archetypes
Strong Leader Heroes
Anti-Hero Heroes
Smooth Heroes
Super Spies
Outsider Heroes
Thinker Heroes
Impetuous Heroes
Inept Heroes
Fighting Machines
Reluctant Heroes
Sidekicks
Villains
Villain Archetypes
The Great Tyrant
The Conqueror
The Patriarch/Matriarch
The Smooth Villain
The Mad/Evil Genius
The Sociopath
The Professional Killer/Assassin
The Demon
The Defector
The Unscrupulous Bastard/Nasty Bitch
The False Ally
The Avenger
The Fanatic
The Rival/Personal Enemy
The Complete Lunatic
The Unseen
The Meek
Giant Monsters
Minions
Minion Archetypes
Functional Character Roles
Mentor
Herald
Threshold Guardian
Shapeshifter
Shadow
Trickster
Personality Types
The Myers-Briggs Type indicator (MBTI) System
The Enneagram
Mental/Emotional Signals: The Other 93%
About Rapport
NLP Perspectives: How People Process Information
More Observable and Representable Data
Eye Movements
Head Movements
Other Body Language
Vocal Characteristics
Mannerisms That Reveal That Someone Is Thinking
Other Ways to Show Character Emotions/States
Anger
Fear
Sadness
Happiness
Anxiety/Nervousness
Hiding Something
Apathy
Physical Changes
Facial Expressions
Six Basic Emotions
Ways to Greet Someone
Ways to Indicate Agreement or Disagreement
More on Facial Expressions
Ways to Customize Avatars
Body
Face/Head
Neck
Age indicators
Makeup
Jewelry
Tattoos
Glasses
Hats and Head Gear
Clothing
Accessories and Tools
Animations
Human Universals
13. Character Roles and Jobs
NPC Roles
Character Roles
NPC Jobs
General Environments
Jobs of Nobility
Ecclesiastical Jobs
Military
Shops
Ships
Spaceships
Small Village
Laboratories
Sports
Wilderness
Malls
Castles
Bars and Pool Halls
Restaurants
Banks
Offices
Movie Set
Evil Jobs
Participatory Player Jobs
Character Species/Type
Earthly Origin
Alien (Extraterrestrial)
Spirit
Fantasy
Character Race/Ethnicity
Player Roles in Multiplayer Games
Military Ranks and Divisions
Army, Air Force, Marines
Navy and Coast Guard
Army Sizes
Additional Unit Types
ACR: Armored Cavalry Regiment
ACR(L): Armored Cavalry Regiment (Light)
Separate Brigade
Corps Aviation Brigade
Corps Artillery
Military Intelligence Brigade (MPs)
Air Defense Artillery Brigade
Engineer Brigade
Signal Brigade
Chemical Brigade
Military Police Brigade
Special Forces Group
Ranger Regiment
Special Operations Aviation Regiment
Psychological Operations Tactical Support Battalion (PSYOP)
Civil Affairs Brigade
Corps Support Command (COSCOM)
Medical Brigade
Personnel Group
Finance Group (Some Positions)
Transportation Group (Some Positions)
Quartermaster Group
During Military Occupation
In Areas of Concentration (AOCs)
Explosive Ordinance Group
Psychological Operations Group (Psyop)
14. Enemies
Types of Enemies
Villains
Minions
More on Bosses
Enemy Fighting Styles
Boss Battles
Boss Battle Examples
Ways to Make More Interesting Enemies
Ways to Encounter Enemies
Ways to Avoid Enemies
How to Make You Hate Them
15. Character Abilities
Introduction
Range of Human Abilities
Superhero Abilities List
Ways Superheroes Obtain Abilities
List of Superhero Abilities
Useful Superhero Jobs/Knowledge
Statistical Abilities
Strength (STR)
Dexterity (DEX)
Constitution (CON), Stamina (STM) or Endurance (END), Vitality (VIT)
Intelligence (INT), Will (WIL)
Speed (SPD), Quickness (QUI)
Wisdom (WIS), Piety (PIE)
Charisma (CHA), Personality (PER)
Luck
Mana, Spell Points
Experience (EXP or XP)
Other Statistical Abilities
Sight
Hearing
Detection
Focus
Leadership
Stealth
Fighting Abilities
Fighting and Games
Worldwide Martial Arts Systems
Weapons of the Body
Basic Techniques
Hands/Wrists/Fingers
Punches
Specific Technique Variations
Shoulders
Elbows
Feet
Kicks
Stepping
Running
Knees
Shins
Hips
Body
Head
Blocks
Joint Locks and Breaks
Holds
Throws
Bluffing and Intimidation
Cheating and Dirty Tricks
Attack Approaches
Human-to-Human Vulnerabilities and Attacks
Head
Eyes
Neck
Nose
Septum
Ears
Temple
Front Teeth
Side of the Jaw
Joints (Generally)
Collarbone/Clavicle
Sternum/Chest
Back
Kidneys
Floating Ribs
Abdomen/Solar Plexus
Pelvic Area
Groin
Coccyx/Tailbone
Radius Bone
Inner Thigh
Knees
Shins
Foot
Other Vulnerable Areas
Fatality Systems
Magic Abilities
Ways to Deliver Magic
Tools of Magic
Color Coding
Direct Magical Attacks
Area of Effect (AOE) Spells
Trap Spells (Damage Type)
Controlling: Taking the Enemy Temporarily Out of Action
Transformations and Summons
Buffs and Debuffs
Healing/Self-Repair
Other Magic
Travel
Known Superhero List
16. Speech
Dialog Input
Phonetic Alphabets
Military Time
Nicknames
Slang
’20s Slang
’30s/’40s (Detective) Slang
’60s/’70s Slang
’80s Slang
’90s Slang
Surfer Slang
Skateboarder Slang
British Slang
Cockney Rhyming Slang
Australian Slang
Yiddish Terms
Rasta Slang
Modern (2005 or So) Street Slang
Cops and Criminals Slang
Buzzwords
Medical Terminology
Historical Terms
Medical Modern
Military Terms
Pilots
Nautical
General Military
Some Political Terms
Crime Terminology
Cavers/Climbers
Speech Patterns
Volume
Tone of Voice
Speed of Delivery
Rhythm
Musicality
Word Choice and Construction
Representational Systems
Visual Words
Auditory Words
Kinesthetic Words
Nonspecific Words (Auditory Digital)
Speech Distortions
Nominalization
Mind Reading
Cause-Effect
Making Connections
Presuppositions
Universal Quantifiers
Modal Operators
Lost Performatives
Simple Deletions
Comparative Deletions
Unspecified Nouns and Verbs
Interactive Conversation
Common Hand and Body Expressions
SWAT Communications
10 Series
Hand Signals
Police and Military Codes
Military Police Codes
Common Police Codes
Abbreviations
Basic Numeric Codes
Specific Numeric Codes
“10” Codes
DEA Radio Codes
EMS Codes
Common Radio Protocols
Foreign Languages and Foreign Dialogue
Colorful Language: Scatological Terminology and Other Dirty Words
V. Worlds
17. Game Worlds
What Is a World?
Types of Worlds
Point of View
Perception of Freedom
Basics of Creating Freedom
Principles of Player Freedom
What Restricts the Player?
Ways to Make a World Feel Alive and Real
Interactivity with the Environment
The General Environment
Vehicles
Other Machines
Buildings
Shops
Natural World
NPCs
Random Objects and Effects
Using Physics
Basic Physical Properties
Temperature
Mass versus Volume
Motion
Electromagnetic
Waves
Potential and Kinetic Energy
Randomness
Cause and Effect
Continuity
NPCs
Animation and Effects
Lighting
Dynamic Response Systems
Sounds
Terrain Variation
Time
Nature (Weather and Events)
Nature (Flora)
Nature (Fauna)
Nature (Environmental Effects)
Law and Order
Sex Appeal
Subtleties and Details
Construction and Player-Created Content
What Is Reality? (Common Reality Distortions)
Dangerous Places
Places to Get Lost In
Environmental Effects on Locations
Good Places to Attack or Defend
Moving or Transient Locations
Weather Types and Phenomena
Location Surfaces
Mix and Match Locations
Location Sizes
Money and Commerce
Politics
Types of Political Structures
Ways Political Worlds Can Be
Things the Player Can Do to Gain Favor or Influence (in a Political Setting)
Creating Your World
18. Travel
The Functions of Travel in Games
Methods of Travel
Travel Dos and Don’ts
Types of Vehicles
Driving and NPCs
Rules/Methods of Police Pursuit
Typical Police Pursuit Rules (Based on City of Detroit)
Methods of Police Pursuit
More Ideas for Police Interactions
Secret Routes
Ways to Display Maps
What to Display on a Map
19. Objects and Locations
Some Qualities an Object Can Have
Size
Shape
Material Qualities
Material Types
Color
Mass/Weight
Movement
Temperature
Value
Aesthetics
Age
Condition
Other Qualities of Objects in Games
Relevance to the Game
Objects by Locations
Street and Vehicle Objects
Basic Freeway Elements
City Streets Objects
Roadside Objects
Vehicle Objects
Road Surfaces
Household Objects
Typical Bathroom Objects
Typical Kitchen Objects
Other Typical Objects
Common Signs
Office Objects
Gym/Health-Club Objects
Hospital and Medical Objects
Dental Office Objects
Police Station Objects
Fire Station Objects
School/College/University Objects
Sewer Objects
Library Objects
Shop/Market/Miscellaneous Store Objects
Research/Tech Facility Objects
Weapons Facility Objects
Military Base Objects
Airport Objects
Factory Objects
Warehouse Objects
Medieval Village Objects
Castle Objects
Medieval Foods
Provisions List
Theater Objects
TV Studio Objects
Amusement Park Objects
Objects on a Train
Objects on a Cruise Liner
Objects Inside a Mine
Objects Inside a Museum
Open-Air Market Objects
Spacecraft Objects
Futuristic Objects
Tools of Magic
Good Places to Hide Objects
Objects with Cultural Meaning
List of Machines
The Many Uses of Ordinary Items
Ordinary Things That Can Be Weapons
Accessory Objects
Individual Objects Carried by Specific NPCs
Policeman
Fireman
Businessman/Lawyer/Accountant
Soldier
Things You Can Also Love
20. Music and Sound
Music
Early Game Music
Modern Game Music
The Core of the Score
Functional versus Decorative Music
Background Music
Situational Music
Related to Action
Emotional Effects
Point of View
Ways to Score
Character Themes
Contextual
Intros, Endings, and Interstitials/Cut Scenes
Incidental Music
Orchestrations and Arrangements
Ways to Affect the Player’s Experience
Sounds
Ambient Sounds
Sounds as Clues
Sound and Location
Effects and Feedback
VI. Experience Design
Section A The Elements of Experience
21. Experiential Design
Experiential Design Activities
Game Activities
Basic Game Activities
More Game Activities
Movements and Positions
Attacks
State of Being
Socialize
Resource Management
Objects
Doors
Vehicles
Economics
Menu System
Create a Character
Manage Inventory
User Interface
Strategize
Quests/Missions: Using This Book to Create Content
Creating a Quest/Mission
More Quest Examples
Things to Do in Games
Things You Can Do in FPSs
Single or Multiplayer
Multiplayer
Things You Can Do in RTSs
Things You Can Do in RPGs
NPC Quest Examples
Things to Do in Arcade/Action Games
What Can We Learn from Sports Games?
Basic Sports Principles
Sports Lists
Team Sports
Individual Sports
Racing
Social Sports
Illegal or Dangerous Sports
Incorporating Sports Ideas into Non-Sports Games
Defining Fun
Play Styles
What Is Fun
Interaction
Challenge
Community
Emotion
Expression
Exploration
More of What Is Fun
What Is Not Fun
22. Game Conventions and Clichés
General Clichés
Enemy Clichés
Weapons
Objects and the Environment
NPC Clichés
Martial Arts Clichés
RPG Clichés
FPS Clichés
Action Adventure (Platformer) Clichés
RTS Clichés
Fighting Game Clichés
Racing Game Clichés
Simulation Game Clichés
Puzzle Game Clichés
MMO Clichés
Section B Goals and Rewards
23. Goals
Introduction to Goals
Player-Created Goals
Multiple Goals
Long-Term Goals
Intermediate Goals
Moment-to-Moment Goals (Feedback Systems)
Feedback Systems and Situational Awareness
Other Moment-to-Moment Goals
24. Rewards, Bonuses, and Penalties
Known and Unknown Rewards
Indirect Rewards
Shared Rewards
Incremental Rewards
Milestone Rewards
End-of-Game Rewards
Bonus Goals and Rewards
Penalties
Section C Obstacles
25. Barriers, Obstacles, and Detectors
Introduction to Barriers and Obstacles
Barriers
Hindrance Barriers and Partial Barriers
Barrier Examples
Passing Barriers
Keeping Contained Within a Map
Obstacles
Methods of Detection
26. Traps and Counter Traps
General Solutions
Physical Containment
Common Solutions to Locked Doors and Other Containment Scenarios
Containment by Threat
Common Solutions to Containment by Threat
Containment by Threat Scenarios
Restraint (Physical)
Other Physical Restraint Scenarios
Betrayal/Treachery
Common Solutions to Betrayal Traps
Betrayal and Treacherous Traps
Mental Traps
Removal
Injury/Direct Damage
Common Sensors
Common Direct Damage Counters
Injury/Direct Damage Scenarios
Herding and Control
Trap-Maker Questions
27. Puzzles
What Is a Puzzle?
Dilemmas
Puzzles in Games
Putting Pieces Together
Missing Persons, Creatures, or Things
Hard Choices
Kill Tasks
Getting It Right
Unusual Objects You Can Carry or Move
Ordering Things
Buttons and Switches
Keys
Configurations
Sequence of Tasks
Follow the Leader
Timing Challenges
The Obscure Object of Desire
You Can’t Do That...Yet
Barriers
Thinking Outside the Box
Managing Chaos (Too Much Too Fast)
Moral Dilemmas
Riddles
Signs and Wonders
Devices
Sudden Responsibilities
Sudden Loss of Power
Whodunit
Mental Puzzles
Puzzle-Based Games
Codes and Cryptography
A Puzzle Story
Puzzle Maker
Goals
Methods You Might Use
Tools, Skills, and Objects
Output
Section D Time
28. Controlling Pacing
Introduction to Pacing
Interest Level and Goals
Does Focus Equal Pacing?
Activity Levels
Emotional Impact
Intensity
Pacing by Genre
Action Games (Platform, Arcade, FPS)
Battle Sims (Games That Involve Warlike Battle Simulations)
In the Action
The General’s Perspective
RPGs and Adventures
Strategy Games
MMOGs
Pacing of the Game Experience
Skills Development
Difficulty
Item Values
Information Acquisition and Story Development
Tasks/Missions/Quests
Taking Turns
Game Rewards
29. Time Limits and Time Manipulation
Time Limits in Games
Time Manipulation
Section E Communication
30. Ways to Communicate with the Player
Introduction
Clues and Information
General Ways to Convey Clues and Information
Specific Examples of Clues and Information
Rules
Story Elements
Foreshadowing
Atmosphere
Sounds
Music
Light Effects
Terrain Imagery
City/Town/Village Imagery
Views
Weather Effects
Other Life Forms
Dungeons
Other Effects
Physics
Emotion
Misdirection: Ways to Mislead the Player
Influencing Player Movement
Section F Common Problems
31. Common Game Design Problems
Ways to Start a Game
How to Contain a Player
How to Destroy a Planet
Ways to Kill a Character
Ways to Play With the Players’ Emotions
Customizing/Personalizing the Game
Ways to Make a Game Replayable
Qualification Tests
Things You Can Do with NPCs
Ways to Protect a Character or Place
Escorting a Character
Protecting a Place
Stealthy Ways to Play
The Various Mechanics of Mini-Games
32. Ways to Die
Direct Causes of Death
Animal Attack
Boiling
Biological Weapons
Bleeding to Death
Burning (Immolation)
Bursting
Capture and Slow Death
Chemical Weapons
Conversion/Transformation
Critical Hit
Crushing Death
Dehydration
Deletion
Disappearance
Disease or Illness
Disembowelment
Drowning (in any Liquid)
Elemental Causes/Natural Disasters
Exhaustion
Execution/Assassination
Explosion
Freezing to Death
Friendly Fire
G-Forces
Gravity
Grinding Death
Impact
Impalement
Imploding
Internal Invader
Laughing to Death
Life Force Removed
Liquefaction
Magic and Supernatural Causes
Mechanical Failure or Malfunction
Medical Failure
Melting or Vaporization
Metaphysical Revelation
Mind Control
Molecular Breakdown
Mutation
Mystery
Mythical Death Blows
Natural Causes
Nausea
Overwhelmed
Pinching/Restriction
Poison
Projectile Death
Radioactivity
Rapid Aging
Scared to Death
Shock (Electrical)
Shock (Mental)
Sleep Deprivation
Sliced and Diced
Spinning
Spirit/Body Separation
Spirit Death
Splitting
Starvation
Stretching
Suicide
Suffocation/Asphyxiation/Strangulation
Taste (Direct Death)
The Bends
Tickling
Time Travel or Dimensional Accident
Turned Inside Out
Turning into Bait
Vehicular Death
Vibration
Writer’s Pun
Fooled You!
Indirect Causes of Death
Altered Physical Laws
Bad Luck
Blinding
Causes of Blindness
Indirect Causes of Death Due to Blindness
Boredom
Broken Heart
Deafness
Hallucination
Insanity
Loyalty Death
Neglect
Sleep
Smell
Stupidity (Darwin Awards)
Taste
Touch
Torture Methods
Physical Torture
Denial and Deprivation
Mental Torture
Other Useful Links
VII. Weapons and Armor
33. Historical and Cultural Weapons
Weapons
Qualities of Weapons
Hand Weapon Types
Projectile Weapons
Clubs and Hammers
Swords
Basic Types of Swords
Examples
Specific Swords
Daggers and Knives
Fist Weapons
Throwing Weapons
Axes and Pole Arms (Including Pikes, Picks, and Forks)
Axes
Pole Arms
Picks, Pikes, and Forks
Spears and Lances
Bows and Crossbows
Construction of Bows
Some Specific Bows
Arrows
Arrowheads
Parts of an Arrow
Unusual Arrows
Crossbows
Parts of a Crossbow
Specific Crossbows
Combined Weapons
Other Weapons
Chinese Weapons
Armor
Qualities of Armor
Typical Stages in the Development of Armor Prior to Firearms
Typical Armor Elements
Helms
Arm and Shoulder Protection
Body Protection
Leg Protection
Other Armor
Shields
Stirrups
Medieval Castles
Castle Architecture and People
Jousting
Siege Equipment
Early Artillery
Some Early Artillery Examples
Rams and Towers
Siege Barriers
Explosive Artillery
Evolution of Cannons
Aiming Early Cannons
Early Ammunition
Early Naval Guns
34. Standard Modern Weaponry and Armor
Guns
A Primer on Handheld Guns (Small Arms)
Cartridge Charts
How a Bullet Travels
The Sniper’s Lexicon
The Early Evolution of Guns
Before the Matchlock
The Matchlock
Wheel Lock
Snaphance (or Snaphaunce)
Flintlock
The Percussion Lock
Early Gun Accessories
Early Multi-Shot Guns
Breech Loaders
The Modernization of Guns
The Modern Shell
Modern Repeaters
Repeating Pistols
Repeating Longarms
Submachine Guns
Grenade Guns and Rifle Grenades
Air Guns
Expressions from Guns
Some of the Better-Known Gun Brands
Longarm and Rifle Examples
Self-Loading Rifles
Pistols
Submachine Guns (SMGs) and Assault Rifles
World War II Guns from American Companies
Modern Explosives
Useful Definitions
Specifics of Explosives
Propellants
Initiating Explosives
Auxiliary Explosives
Bursting Explosives
Incendiaries
Regulated Substances
Regulated Substances and Devices (State of Colorado)
List of Military and Pyrotechnic Chemicals
U.S. List of Explosive Materials
Glossary of Explosives
Modern Artillery
The Modernization of Artillery
Breech-Loading Artillery
Modern Ammunition
Nonlethal Shells
Rocket-Powered Ammunition
Mobility
Size Matters
Field Guns
Modern Mortars
Static and Rail Guns
Defense Guns (Coastal and Fortress)
Automatic Artillery and Machine Guns
How Machine Guns Work
Firing
Feeding Ammunition
Cooling Systems
Gun Designations
Specific Machine Guns
Mounted Guns
Tank-Mounted Guns
Aircraft-Mounted Guns
Handheld Recoilless Guns (Rocket Launchers)
Anti-Tank Guns
Anti-Aircraft (AA) Guns
Naval Guns
Armored Fighting Vehicles (AFV)–a.k.a. Tanks
Tank Guns and Mountings
Tanks
Self-Propelled Guns
Armored Cars, Personnel Carriers, and Reconnaissance Vehicles
Tank Glossary
Mines
Landmines
Naval Mines
Types of Naval Mines
Specialized Mines
Types of Damage
Laying Mines
Mine Examples
A Nuclear Mine
Mine Countermeasures
Aircraft
Dirigibles
Zeppelins
Multi-Winged Planes
1909
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1942
1944
1947
Unknown Date
Monowinged Planes
1910
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1991
1992
1993
1994
1995
1996
1997–Present
Helicopters and Gunships
Bombs
General Information and History
The Importance of Timing
Fuze Terminology
Fins
Modern Bombs
Smart Bombs
Cluster Bombs
Other Bombs
Ships
Depth Charges
Torpedoes
General Information and History
Lightweight Torpedoes (LWT)
Heavyweight Torpedoes (HWT)
Torpedo Propulsion
Torpedo Countermeasures
Soft-Kill Options
Hard-Kill Options
Layered Defenses
Littoral Combat Ships
A Very Brief History of Rockets
Types of Missiles (Strategic/Tactical)
Propulsion Methods
Jet Engines
Solid-Fueled Rockets
Liquid-Fueled Rockets
Liquid Versus Solid Fuels: Pros and Cons
Nozzle Cooling
Rockets in World War II
Missile Subsystems
Inertial Guidance Systems
Command and Homing Guidance Systems
Modern Missile Sensor Systems
Launching Systems
Modern Rockets and Missiles
Naval Surface-to-Air Missiles
Surface-to-Surface Missiles
Surface-to-Subsurface Missiles
Strategic and Tactical Nuclear Missiles
Some Specific Strategic and Tactical Nuclear Missiles
Anti-Ballistic Missile Systems
An ABM Checklist
Arrow Interceptor Anti-Missile Missile
ABM Systems of the Future
Biological and Chemical Weapons
Early Biological and Chemical Weapons
Ancient Toxic Substances
Chemical Weapons
Fire and Weapons That Burn
Modern Materials that Burn
Modern Weapons That Burn
More Chemical Weapons
How Blister Agents Work
How Nerve Gases Work
How Choking Agents Work
How Vomiting Agents Work
How Blood Agents Work
How Incapacitating Agents Work
Anti-Personnel Agents Weaponized Since 1946
Modern Biological Weapons
Categories of Biological Agents
Category A Diseases/Agents
Category B Diseases/Agents
Category C Diseases/Agents
Known Biological Threats
Category A
Category B
Category C
Bacteria
Fungi
Viruses
Protozoa
Further Toxins
Delivery Methods
Chemical Weapon Formulae
Nuclear Weapons
Nuclear Versus Conventional
Fission
Energy Released in a Fission Reaction
About Chain Reactions and Critical Mass
Fission Byproducts
Fusion
Detonation Height
Air Burst
High-Altitude Burst
Underwater or Underground Bursts
Surface Bursts
Density of Matter
The Blast Wave
Effects of Nuclear Blasts
How Nuclear Weapons Are Used
Who Has Nuclear Weapons?
Modern Armor
Types of Modern Armor
Body Armor
Hard Armor
Soft Armor
Classifications of Body Armor
Body Armor of the Future
Nonlethal Weapons
Introduction to Modern Nonlethal Weapons
Energy-Based Nonlethal Weapons
Physical Restraints
Chemical Nonlethal Weapons
Low Kinetic Energy (KE) Weapons
Acoustical Nonlethal Weapons
Other Concepts
Information Warfare
Brainstorming Weapons and Armor
Epilogue Last Words
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