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- 0-Dimension Gameplay
- 1-Dimensional Gameplay
- 1-Dimensional Gameworld
- 2-Dimensional Gameplay
- 2-Dimensional Gameworld
- 3-Dimensional Gameplay
- 3-Dimensional Gameworld
- Agent Goals
- Analog Pushbutton
- Audio Display Hardware
- Aural Output
- Available templates
- Bonus Stage
- Boss Challenge
- Buttonpress Indicator
- Camera-based World View
- Camera Binding
- Camera Dimensions
- Cardinality Of Gameworld
- Cardinality of Gameplay
- Challenge Segmentation
- Character customization
- Checkpoint
- Closed Cycle Haptics
- Collectables
- Complete Information
- Compound Action
- Confirmation
- Control Bindings Display
- Cooperative Multiplayer
- Cropping
- Customization via Game Menu
- Data Structures
- Difficulty Levels
- Digital Pushbutton
- Direction Pad
- Dominant Strategy
- Dynamic Difficulty Adjustment
- Economies of Scale
- Economies of Scope
- Entity Manipulation
- Entity Programming Interface
- Evaluation of Ending
- Example - Proposing a new entry
- Expiration
- Extra-game Customization
- Feedback
- First-person Point of View
- Fourway Joystick
- Frequently Asked Questions
- Game Ends
- Game Goals
- Gameplay Rules
- Gameworld Exhaustion
- Gameworld Rules
- General Structure for Ontology Entries
- Goal Metrics
- Goals
- Gravity
- Gravity Manipulation
- Haptic Display
- Head Up Display
- Health Indicator
- In-game Customization
- Incomplete Information
- Indirect Manipulation
- Input
- Input Devices
- Input Method
- Interface
- Interleaved Games
- Intransitive Relationships
- Level
- Life Support
- Lightgun
- Lives
- Lives Indicator
- Located Camera
- Locus of Manipulation
- Main Page
- Manipulation Method
- Map Display
- Menu Interface
- Microphone
- Mission
- Multiplayer
- Multiple Entity Manipulation
- Narrative Exhaustion
- Narrative Segmentation
- Next Piece Indicator
- No Game End
- Ontology Entry Format
- Open Cycle Haptics
- Optional Goals
- Passing
- Performance Record
- Persistent Gameworld
- Player Configurable Buttons/Keys
- Player Manipulable Rules
- Point Of View
- Point and Click Interface
- Points Indicator
- Presentation
- Presentation Hardware
- Presentation Software
- Project Members
- Pseudo-Physical Rules
- Puzzle
- Radar Display
- Randomness
- Related Work
- Required Goals
- Resource Exhaustion
- Roaming Camera
- Rotary Paddle Control
- Rounds
- Rules
- Rules Synergies
- Savepoint
- Score
- Second-person Point of View
- Segmentation of Gameplay
- Sensory Output
- Side-Quest
- Single Entity Manipulation
- Solidity
- Spatial Checkpoint
- Spatial Segmentation
- Spawnpoint
- Special Weapon Indicator
- Stylus Pen
- Success Level
- Synchronized Button Press
- Tactile Output
- Taking Turns
- Targeted Camera
- Temporal Coordination
- Temporal Resource
- Temporal Segmentation
- Third-person Point of View
- Three Dimensional Camera Motion
- Three Dimensional Frame
- Thruster (two-way) Joystick
- Time
- Time Indicator
- To-Do List
- To Accelerate Time
- To Capture
- To Collect
- To Collide
- To Create
- To Customize
- To Decelerate Time
- To Evade
- To Exchange
- To Fast Forward Time
- To Generate
- To Localize Time
- To Manage Resources
- To Manipulate Time
- To Move
- To Own
- To Pause Time
- To Pause Time with Gameworld Agency
- To Pause Time without Gameworld Agency
- To Possess
- To Release
- To Remove
- To Rewind Time
- To Rotate
- To Save
- To Select
- To Shoot
- To Skip Time
- To Start Time
- To Target
- To Teleport
- To Transfer
- To Transport
- To Traverse
- To Undo Time
- To Visit
- Touch-Sensitive Screen
- Transitive Relationships
- Two Dimensional Camera Motion
- Two Dimensional Frame
- Undefined Cardinality of Gameplay
- Undefined Gameworld Cardinality
- VR Goggles
- Vehicular Instrumentation
- Video Monitor
- Visual Display Hardware
- Visual Output
- Warning
- Wave
- World