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Immersive
Stance
[JM99] Also called "Deep In-Character Stance", although this is
controversial. Mode of play in which player closely identifies
with their character, feeling what they feel, often describing
the sensation as "channelling" their character. (Role Playing
Games term)
Imposition
(upon others)
[RB99] A motivation factor or aspect of enjoyment in participation
in MUDs. Players use the tools provided by the game to cause distress
to (or, in rare circumstances, to help) other players. Where permitted,
this usually involves acquiring some weapon and applying it enthusiastically
to the persona of another player in the game world. Also see Achievement,
Exploration and Socializing as alternative motivators.
Imputation
[JV43] The net potential set of results of a game play, esp. in
terms of total payment.
Indirect
[CC82] The relationship property between two players wherein they
interact through some third party or element of the game model.
This feature is an aspect of triangularity of “Triangular [CC82].”
See “Symmetric [CC82]”, “Asymmetric [CC82]” and “Triangular [CC82]”
Information
(player’s state of information)
[JV43] The information a player has at the point of deciding on
any given personal move’s choice.
Initial
Inertia
[RD74] The initial difficulty in getting players involved in a
game.
Interaction
[CC82] A basic, necessary and fundament property of a game (model)
that differentiates a game from a puzzle or other passive acceptance
of information. Interaction is the ability of the player to active
one or more choices at each move. Interaction is critical to the
successful reception of a game by players. (Also see “Representation”,
“Closed”, “Conflict” and “Safety”)
In-Character
Stance
[JM99] Mode of play in which player makes all decisions from
their character's point of view. (Role Playing Games term)
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