[SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] Dance Dance Revolution Dandy data capacity process intensity versus data intensity data intensity 2nd 3rd versus process intensity balance data capacity difficulty of abstraction 2nd substitutability Deadline Death, War, and Sacrifice (s/b ital) decentralization problems with 2nd decision-making Defender of the Crown Descent of the Child, The (s/b ital) deserts adding 2nd design essays writing for Siboot 2nd 3rd 4th Design of Everyday Things, The (s/b ital) designing games to screen display 2nd planets 2nd populations ideas for 2nd technology before the game 2nd 3rd wargames Eastern Front (1941) 2nd 3rd 4th Wizard 2nd 3rd 4th worlds Guns & Butter 2nd 3rd 4th designs incremental designs 2nd 3rd where good designs come from details graphic details Diplomacy diplomacy Excalibur Diplomacy (s/b ital) directness of conflict 2nd 3rd 4th disabling games anti-piracy 2nd display data structure of VCS 2nd 3rd displays designing games to Siboot 2nd 3rd disruption 2nd DM (Dungeon Master) dominance Donkey Kong 2nd Doom Dott, Eric Dragon Speech 2nd Dragon's Lair dreaming 2nd Dungeon Master (DM) Dungeons & Dragons 2nd storytelling Dunion, Jim |