游戏设计之快乐理论.pdf

游戏设计之快乐理论.pdf
 

书籍描述

内容简介
《游戏设计之快乐理论(第2版)(影印版)(英文版)(10周年纪念版)》讲述游戏发挥了我们与生俱来的能力去寻找模式和解谜,大多数成功的游戏建立在相同元素之上,现在玩游戏的女性略多于男性,很多游戏仍然教授原始的生存技能,现代游戏的虚构修饰比概念元素有着更充足的发展,真正有创意的设计师很少需要通过其他游戏来获得灵感,游戏正开始演变,超越其陈旧的起源。

编辑推荐
《游戏设计之快乐理论(第2版)(影印版)(英文版)(10周年纪念版)》由东南大学出版社出版。

作者简介
作者:(美国)科斯特(Raph Koster)

文摘
版权页:



Games run into similar limitations.The biggest of these lies in games' very nature as exerases for our brains.Games that fail to exercise the brain become boring.This is why tic-tac-toe ends up falling down-it's exercise,but so limited we don't need to spend much time on it.As we learn more patterns,more novelty is needed to make a game attractive.Practicing can keep a game fresh for a while,but in many cases we'll say,"Eh,I get it,I don't need to practice this task,"and we'll move on.
Almost all intentionally designed games fall prey to this.They are limited formal systems.If you keep playing them,you'll eventually grok wide swaths of their possibility space.In that sense,games are disposable,and boredom is inevitable.
Fun comes from"richly interpretable"situations.Games that rigidly define rules and situations are more susceptible to mathematical analysis,which is a limitation in itself.We don't think that we can drive just because we know the rules of the road and the controls of a car,but extremely formal games(such as most board games)have fairly few variables,and so you can often extrapolate out everything about how the game will go from the known rule set.This is an important insight for game designers: the more rigidly constructed your game is,the more limited it will be.To make games more long-lasting,they need to integrate either math problems we don't know the solutions to,or more variables(and less predictable ones)such as human psychology,physics,and so on.These are elements that arise from outside the game's rules and from outside the"magic circle.

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