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Index
Copyright About the Author About the Technical Reviewers Tell Us What You Think Introduction Definitions, Definitions Some Milestone Games
Old-Style Games Board Wargames Other Non-Computer Games Videogames Computer Games
Play
History of Play Play Is Metaphorical Play Must Be Safe Play Need Not Be Exotic The Fun Factor
Challenge
Challenge Necessitates Rules The Point Is the Challenge, Not the Goal Dimensions of Challenge Challenge and Identity
Conflict
Mars, Venus, and Conflict Dimensions of Conflict Directness of Conflict Intensity of Conflict Intensity and the Evolution of Taste
Interactivity
History Other Attributes of the Computer So What Is Interactivity? Is More Interactivity Better? How Do We Measure Interactivity? Low-Interactivity Entertainment Designs Process Intensity Versus Data Intensity
Creativity: The Missing Ingredient
How Serious Is the Problem? Where Does Creativity Come From? How to “Get Creative” A Tyrannosaurus Rex for Ideas The Politics of Innovation
Common Mistakes
Obsession with Cosmetics Incremental Accretive Design
The Education of a Game Designer
Get a Degree Education Versus Schooling
Games I'd Like to Build
Galilean Relativity Napoleonic Cavalry Napoleon in Space Attack of the Cellular Automata Volkerwanderung Third-World Dictator Lies Spies The Wheels of Commerce Corporate Politics Evolution The Self-Modifying Game Mooser-Gooser So What Does All This Mean?
Storytelling
Adventure Games Backstory Cut Scenes Integrated Cut Scenes Here Come the Academics! Role-Playing Games The Real Problem Tackling the Problem
Random Sour Observations
Massively Multiplayer Monsters Licensed Games New Input Devices The Sims Short-Term Thinkers Everybody's a Game Designer Hollywood Envy Young Males Sleaze
Tanktics
Map Calculating Line of Sight Planning Moves Initial Programming Enter the KIM-1 Input and Output Linguistic Input Sound Effects Showing It Off Porting Production, Marketing, and Sales Avalon-Hill Fade Away Results
Legionnaire
A Record-Setting Blunder Disruption Terrain Sales First Draft Design Conclusions
Wizard
VCS Technology Designing the Game Asymmetric Combat Lines of Sight (LOS) Disposition and Conclusion
Energy Czar Scram
Input Structures Oh Yes, It Was Supposed to Be a Game, Wasn't It? Coda
Eastern Front (1941)
The Scrolling Map The Combat System AI Tuning Conclusion
Gossip
AI Implementation Woes Conclusions
Excalibur
Camelot The Interpersonal Subgame Diplomacy The Strategic Map The Battle Subgame Overall Course of Play The Manual Conclusions
Balance of Power
The UnWar Game Early Efforts The Rubber Map Thank You, National Enquirer Research Building the Map Memory Headaches Making It a Game Publisher Woes I Get by with a Little Help from the Press The Wheel of Fortune
Patton Versus Rommel
To Hell with Grids Geometric AI
Siboot
A Lesson for Designers First Draft Proposal The First Proposal Design Essays Economies Intransitive Combat Relationships The Inverse Parser The Display Interstitial Stories The Novella Conclusions
Guns & Butter
Designing the World Building Provinces Adding Mountains, Deserts, and Forests Naming Names First-Person Firing Squad The Economic System Combat Faces The Ideas Behind the Game Results
Balance of the Planet
Values Implementing a Value System The Politics of the Game Higher Levels of Play Balancing the Equations Artwork Schedule Hassles Results
Patton Strikes Back
Simple Rules Clean User Interface and Strong Visual Presentation Explain the History Color Hassles Anti-Piracy Results
Themes and Lessons
People, Not Things! Faces Gameplay Help Language Art Over Money The Harsh Realities of Business
Old Fart Stories
Early Sound and Music An Early Multiplayer Game Getting a Job E.T. Alan Kay Lost in the Shuffle International Sales The Locked File Cabinet Bill Carris Marketing Wisdom The Dragon Speech The Great Pratfall A More Serious Pratfall Problems of Decentralization The Unrevenged Review Failed Humor The Sins of Youth Corporate Politics Blinded by Your Own Equipment Thinking Big The CGDC
Glossary Index
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