DimensionalAnalysis
This concept, gleaned from ["Ray Petersen"], comes from database theory, where one wishes to find the . . . creation of game concepts. A related concept is OrthogonalElements. === Some Possible Dimensions === . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
ModesAreBad
= Modes Are Bad = This applies to computer/video games. This comes from UI design. Back in the days of . . . which goes to show that this rule is trumped by OrthogonalElements. With the limited number of buttons . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
OrthogonalElements
= Orthogonal Elements = Allow me to misuse a math term here. The elements of a game should multiply the . . .
3K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
RemoveExploits
= Remove Exploits = I worship Mark Nau. I remember watching him and Chris Busse play Gauntlet: they used . . . a simulation. Rocket jumping is one of Quake's OrthogonalElements, especially in Quake 3 multiplayer. . . .
4K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
RockPaperScissors
= RockPaperScissors or Non-Transitivity = Problem: We want diceless conflict resolution, or we want to . . . could be considered a relative of OrthogonalElements. ---- CategoryPattern | CategoryNeedsWork . . .
3K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
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