Katie salen eric zimmerman rules of play game design fundamentals tủ tài liệu training

694 285 0
Katie salen  eric zimmerman   rules of play game design fundamentals tủ tài liệu training

Đang tải... (xem toàn văn)

Tài liệu hạn chế xem trước, để xem đầy đủ mời bạn chọn Tải xuống

Thông tin tài liệu

Table of Contents Table of Contents Table of Contents Rules of Play - Game Design Fundamentals Foreword Preface Chapter 1: What Is This Book About? Overview .1 Establishing a Critical Discourse Ways of Looking Game Design Schemas Game Design Fundamentals Further Readings Further Reading Chapter 2: The Design Process .1 Iterative Design .1 Commissions Game Design Exercises Creation Modification Analysis Further Reading The Design and Testing of the Board Game- Lord of the Rings Design Process Scripted Game System 10 Playtesting 11 More Changes .12 The Road Goes Ever On .13 Unit 1: Core Concepts .1 Chapter List How does play happen? Chapter 3: Meaningful Play Overview .1 Introducing Meaningful Play Meaning and Play Two Kinds of Meaningful Play .3 Discernable .4 Integrated Summary .6 Chapter 4: Design Introducing Design Some Definitions of Design Design and Meaning .4 Semiotics: A Brief Overview Four Semiotic Concepts A Sign Represents Something Other Than Itself Signs Are Interpreted Meaning Results When a Sign Is Interpreted .7 i Table of Contents Table of Contents Chapter 4: Design Context Shapes Interpretation .8 Summary .10 Chapter 5: Systems Introducing Systems .1 The Elements of a System .2 Framing Systems Open and Closed Systems .5 Summary .6 Chapter 6: Interactivity Introducing Interactivity .1 Defining Interactivity A Multivalent Model of Interactivity But Is it "Designed" Interaction? Interaction and Choice Choice Molecules Anatomy of a Choice Space of Possibility .10 Further Reading 12 Summary .13 Chapter 7: Defining Games .1 Overview .1 Play and Game Comparing Definitions Definition 1: David Parlett .4 Definition 2: Clark C Abt Definition 3: Johann Huizinga .5 Definition 4: Roger Caillois Definition 5: Bernard Suits .6 Definition 6: Chris Crawford Definition 7: Greg Costikyan Definition 8: Elliot Avedon and Brian Sutton-Smith .8 A Comparison .10 Our Definition .11 The Puzzle of Puzzles 11 Role-Playing Games 12 Further Reading 14 Summary .14 Chapter 8: Defining Digital Games Overview .1 The Computer Is Not a Computer What Can It Do? Integration .6 Summary .7 Chapter 9: The Magic Circle Overview .1 Boundaries ii Table of Contents Table of Contents Chapter 9: The Magic Circle Enter In Temporary Worlds The Lusory Attitude Further Reading Summary .7 Chapter 10: The Primary Schemas A Conceptual Framework .1 What Is a Schema? RULES: Formal Schemas .3 PLAY: Experiential Schemas .4 CULTURE: Contextual Schemas Summary .5 Commissioned Game — Richard Garfield Rules .1 Scoring Design Notes Sibling Rivalry .4 Unit 2: Rules .1 Chapter List Chapter 11: Defining Rules .1 Overview .1 A Deck of Cards Other Kinds of Rules Qualities of Rules Rules in Context Summary .6 Chapter 12: Rules on Three Levels Overview .1 Tic-Tac-What? Under the Hood .2 Being a Good Sport .3 Three Kinds of Rules Operational Rules Constituative Rules Implicit Rules The Rules of Chutes and Ladders Chutes and Ladders: Operational Rules Chutes and Ladders: Constituative Rules .6 Chutes and Ladders: Implicit Rules .7 The Identity of a Game Specificity of Rules .9 Designing Elegant Rules .10 Further Reading 12 Summary .12 iii Table of Contents Table of Contents Chapter 13: The Rules of Digital Games .1 Rules as a Whole So What Are the Rules? The Rules of Tetris Rules and Not Rules .4 Wheels Within Wheels Constituative Operational .7 Implicit Why Rules? Summary .8 Chapter 14: Games as Emergent Systems .1 Introducing Emergent Systems .1 Complexity Messengers and Buildings Simple Complexity .4 What Complexity Is Not .5 Four Kinds of Systems Two Horrible Games .7 Emergence .9 Parts and the Whole 10 Object Interactions 11 Life, the Game 12 Bottom-Up Behaviors 14 Emergence in Games 15 Designing Surprise 16 Engine Tuning .17 Second-Order Design 19 Further Reading 20 Summary .21 Chapter 15: Games as Systems of Uncertainty .1 Overview .1 Introducing Uncertainty Certainty, Uncertainty, and Risk The Feeling of Randomness Probability in Games Dice Probability Chance and Game Play Case Study One: Thunderstorm Thunderstorm Case Study Two: Pig 10 Pig 10 Breakdowns in Uncertainty 12 Breakdown 1: Computer Randomness 12 Breakdown 2: Strategizing Chance 13 Breakdown 3: Probability Fallacies .14 Meaningful Chance .15 Further Reading 16 Summary .17 iv Table of Contents Table of Contents Chapter 16: Games as Information Theory Systems Introducing "Information" Information Theory .2 Probability and Guesswork Noise in the Channel .5 Redundancy in the System Balancing Act Further Reading Summary .10 Chapter 17: Games as Systems of Information .1 Introducing a Different Kind of Information Perfect and Imperfect Information Enchanted Information Each turn, Enchanted Hiding and Revealing Systems .7 Summary .8 Chapter 18: Games as Cybernetic Systems Introducing Cybernetic Systems Elements of a Cybernetic System Feedback Systems in Games Positive and Negative Basketball Racing Loops Positive Feedback in a Game Dynamic Difficulty Adjustment 10 A Simple Die Roll .11 Putting Feedback to Use .12 Afterword: Don't Forget the Participant .13 Further Reading 14 Summary .15 Chapter 19: Games as Game Theory Systems Introducing Game Theory? Decision Trees Strategies in Game Theory Game Theory Games Cake Division .9 Playing for Pennies .11 The Prisoner's Dilemma 12 Game Theory and Game Design 13 Further Reading 14 Summary .15 Chapter 20: Games as Systems of Conflict Introducing Conflict Conflict Case Studies Centipede Joust Gauntlet Competition and Cooperation .6 New Games v Table of Contents Table of Contents Chapter 20: Games as Systems of Conflict The Goal of a Game The Level Playing Field of Conflict 11 Pig Redux 13 Further Reading 14 Summary .15 Chapter 21: Breaking the Rules .1 Introducing Rule-Breaking Kinds of Rule-Breaking Player Types Standard Players Dedicated Players Unsportsmanlike Players Degenerate Strategies Degenerate Strategy Ecosystems Cheats and Spoil-Sports Five Player Types Compared Sanctioned Violations: Professional Sports 10 Sanctioned Cheating: Illuminati 11 Hacks, Cheats, and Mods: Digital Rule-Breaking 13 Easter Eggs 13 Cheat Codes 13 Game Guides and Walkthroughs 13 Workarounds 14 True Cheating .14 Hacks 14 Spoil-Sport Hacking .14 Rule-Breaking as a Game Design Practice 15 Further Reading 17 Summary .17 Commissioned Game — Ironclad A game for players .1 Rules .1 Playing Ironclad: The Spectacle of Mechanical Destruction Playing Ironclad: The Technique of Scholarly Discourse Design Notes Ironclad Unit 3: Play .1 Chapter List Chapter 22: Defining Play .1 Introducing Play What Is Play? A General Definition of Play Play is free movement within a more rigid structure .4 Transformative Play Being Playful Ludic Activities .7 Game Play .9 vi Table of Contents Table of Contents Chapter 22: Defining Play Summary .11 Chapter 23: Games as the Play of Experience Introducing Experience Qualities of Experience Designing Interactive Experiences .4 The Core Mechanic .4 Core Mechanics in Context Tag Verbal Tennis LOOP Breaking Out of Breakout .7 Variations on a Core Mechanic .8 Timed Play .8 Breakthru Steering, Catching, and Invisible Bricks Breaking Out 10 Repetitive Play .10 Putting It All Together 12 Further Reading 14 Summary .15 Chapter 24: Games as the Play of Pleasure Introducing the Play of Pleasure Rule-Bound Autotelic Play .3 Enter Play Stay Typologies of Pleasure Game Flow Sculpting Desire 11 Patterns of Pleasure .13 The Role of the Goal 14 Goals Within Goals .15 Conditioned Pleasure 17 Rewards and Schedules .18 Boredom and Anxiety: Flow Redux 22 Anxiety and Boredom on the High Seas .24 Meaningful Pleasure 26 Against "Addiction" 29 Further Reading 31 Summary .32 Chapter 25: Games as the Play of Meaning Introducing the Play of Meaning Two Kinds of Representation .2 Systems of Meaning System and Context Emergent Representations The Context of Meaning .5 Down the Rabbit Hole In the Queen's Court .7 vii Table of Contents Table of Contents Chapter 25: Games as the Play of Meaning Framing Play Metacommunication and Play .9 Captured by the Game 10 Further Reading 11 Summary .12 Chapter 26: Games as Narrative Play Overview .1 Introducing Narrative Play Narrative Tensions A Framework for "Narrative" .4 Thunderstorm Two Structures for Narrative Play Narrative Goals .9 Confict 11 Uncertainty 12 Core Mechanics 13 Narrative Space 14 Digital Game Spaces 16 Spaces of Adventure 20 Narrative Descriptors 22 Worlds and Stories 25 Crafting Game Narratives 27 Games as Narrative Systems .28 Cutscenes 30 Retelling Game Stories .35 The Replay 36 Recams 37 Games Within Games 38 Further Reading 39 Summary .40 Chapter 27: Games as the Play of Simulation .1 Introducing Simulation Defining "Simulation" Game and Non-Game Simulations .3 Meaningful Play and Simulation Procedural Representation Represented Conflict 11 Procedural Characters 15 Designing Simulations 19 Learning from Wargames 22 The Field of Battle 23 Simulation in Context 25 A Balanced Approach 26 The Value of Reality 28 Framing the Simulation 29 The Immersive Fallacy .31 Metacommunicative 32 Remediating Games 33 The Character of Character 34 viii Index Index Index W War, 340 Warcraft II, 159, 251 Warcraft III cutscenes, 411 feedback loop, 222, 225 information manipulation, 88 war games, 427–428, 442–445 Warhammer, 482 Watch LCD games, 144–145 Weaver, Warren, 192, 195–196, 198, 200 websites the A.I Game, 576, 586 clearing house, 603 DiGRA, 602 Gamasutra, on game design, 8–9, 603 Game Girl Advance, 567 history of video games, 602 on information theory, 200 International Game Developers Ass’n, 603 mods and patches, 567 SiSSYFIGHT 2000, 565–566 Weiner, Norbert, 214 whirling, 307, 336 Wilson, Robert Anton, 277 winning alternative designs, 261, 265 and game definition, 74 metagames, 482–483 New Games Movement, 529 Wipeout, 219–220 Wipeout XL, 404 Wolf, Mark J P., 392–394 Wolfe, Burton H., 533 women See gender wordplay, 306 workarounds, 280 workplace, 581–584 worlds fictive, 401–403, 419 and simulation, 422–423 temporary, 96–97 Wreckless: The Yakuza Missions, replays, 413–414 Wrestling, 574 Wright, Will, 539 < Day Day Up > Index Index < Day Day Up > Index Index Y You Don’t Know Jack, 434 < Day Day Up > < Day Day Up > Index Index Index Index Z Zarcana, 546, 547 Zaxxon, 394 Zelda: Link's Awakening, 435–436, 447 Zendo, 295, 547 zero-sum games, 239–242, 246, 255 Zimmerman, Eric, 9, 167 Zork, 44–45, 89, 394 < Day Day Up > < Day Day Up > Index Index Index List of Figures Chapter 6: Interactivity Figure Chapter 8: Defining Digital Games Stay Alive Chapter 10: The Primary Schemas Primary Schemas Chapter 12: Rules on Three Levels The punch line Chutes and Ladders Chapter 13: The Rules of Digital Games Game and Watch Gallery Donkey Kong, Classic mode Game and Watch Gallery Donkey Kong, Modern mode Chapter 14: Games as Emergent Systems The Game of Life: The Glider Some triplet histories in the Game of Life Chapter 15: Games as Systems of Uncertainty The game continues until only one player remains This player wins Chapter 17: Games as Systems of Information Enchanted Forest Drome Racing Challenge Chapter 18: Games as Cybernetic Systems Negative feedback air conditioning system Positive feedback air conditioning system Negative feedback heating system Positive feedback heating system Hot and cold negative feedback system Hot and cold positive feedback system Wipeout Super Monkey Ball Powerstone List of Figures List of Figures Chapter 19: Games as Game Theory Systems Cake division payoff grid Chapter 20: Games as Systems of Conflict Joust Gauntlet Loop Commissioned Game — Ironclad Robot movement Robot range Robot combat The two black robots attack a white target, destroying it Defensive terrain Again, the white target is under attack This time, the target has a terrain bonus of The black player must roll twice, once for each attacking robot The target only takes damage on a roll of 4, 5, or Winning position White has an unbroken string running form one side of the board to the opposite side Rule of Negation No stones can be placed on intersections shown marked with an X Moving a Stone Chapter 22: Defining Play Examples taken from Man, Play, and Games Chapter 23: Games as the Play of Experience Breakout Alleyway Chapter 24: Games as the Play of Pleasure Neopets Chapter 26: Games as Narrative Play Sims Hot Date Zork: Text-only space Asteroids: One screen with wraparound Tempest: Limited 3D space Tomb Raider: Full 3D space Double Dragon: Scrolling with separate background layers Spy vs Spy: Two spaces on one screen Defender: "Mapped" space closed castle open castle Blue Labyrinth (expanded view) Inside the Black Castle Drome Racing animation List of Figures List of Figures Chapter 27: Games as the Play of Simulation Your book Your opponent's book geographically accurate river hexagonally stylized river Chapter 28: Games as Social Play Social play roles Figure 1: The "Real Rules" of Foursquare Chapter 30: Games as Cultural Rhetoric The Landlord'sGame Lara Croft Smurfette Princess Toadstool Lara Croft Samus Aran: Metroid MS.Pac-Man Vanessa: Virtua Fighter SISSYFIGHT 2000 Chun Li: Street Fighter Nina: Tekken Ling: Tekken Ivy: Soul Calibur Toys: sample playing cards Toys: gameboard Chapter 31: Games as Open Culture Excerpts from The Metamora Family: User ID: dnknt98 As darkness arose, and spirits wandered Magoria spoke of the evil deeds that she was ready to carry out Magoria approched her family and spoke: "This All Hallows Eve, the moon wiil be full and the time has come to complete The Passage of the Dead." Charlie, unsure of what was being spoken, asked, "What is this evil you speak of Magoria?" Charlie, unsure of what was being spoken, asked, "What is this evil you speak of Magoria?" "I know, I know we are going to summon the demon of Guton," Wenticia screamed Charlie, unsure of what was being spoken, asked, "What is this evil you speak of Magoria?" "Yes that is correct, we shall begin to sacrifice the youth and in return be granted Eternal life." Magoria turned and placed a hand on the grave of Elanora, saying, "This is our family's destiny; we will prevail." Excerpts from Gingerbread: User ID: GoodHumor Like most fleeing edibles, George and Ginny are tormented by the possibility of becoming someone's next meal Ginny, longing for some normalcy in her life, is hoping to meet new friends and finally settle down in a neighborhood where she and her husband can relax George, on the other hand, is consumed with the danger of winding up as part of somebody's holiday buffet It is with some trepidation that Ginny announces, "George, I have decided to throw a house warming party to get to know our new neighbors." George is not too keen on this idea until he realizes this would be a golden opportunity to scope out potential enemies, you know, those that might find his curly que hairdo just a little too appetizing Actually, he worries more for Ginny She tends to be too trusting Her kind nature has unfortunately gotten the couple in more than a few mixes…er…fixes.The upside to this is that all this "escaping" has kept the two in prime physical List of Figures List of Figures condition …George insists that he and Ginny sleep in the guest room on the first floor This way he will be ready for anything that might pop up…a burglary, a fire, a gingernapping…whatever He worries about Ginny because he loves her so George has a bad feeling about this Newbie character and plans to keep one frosted eye on him …A roaring fire seems to calm George, taking him back to his roots He wishes that just once, he and Ginny could exist in a world free of gingerbread groupies With Ginny asleep upstairs, George consumes cup after cup of Expresso in an effort to stay awake as long as possible…just in case He is aware that Joy Holiday is lurking outside the window, in cahoots with Bob, of course George already informed Joy that he and Ginny have no desire to be storefront props for her stupid Bakery These humans!!! But George is playing it cool He does not want Joy to know he is on to her He's not worried, though She'll get hers too With escalating paranoia, George aims his new telescope in the direction of the Newbie home And just as he suspected, Bob is having some sort of kitchen table meeting with one of Simville's senior citizens, Joy Holiday "OK," sighs George, "That makes Joy suspect #4 Geez, you can't trust anyone these days." George notices Bob Newbie spending way too much time at the house with Ginny And just the other day, he noticed Bob hand Ginny a slip of paper What was THAT all about? And, to make matters worse, George is not imagining that Frankie still wants to claim the gingerbread home as his own, preferably not including its present inhabitants George decides surveillance cameras, alarms, and telescopes alone won't due Extra precautions are needed He heads over to the shed out back… Zendo Dungeon Seige editor Scourge Done Slick, 1998 | Quake Done Quick Father Frags Best, 1999 | Phil Rice aka Overman Devil's Covenant, 1998 | Clan Phantasm Anachronox, 2001 | Jake Hughes, Director Chapter 32: Games as Cultural Resistance SOD Sailor Moon Wad Frag Queens Blacklash < Day Day Up > < Day Day Up > List of Figures List of Tables Chapter 15: Games as Systems of Uncertainty Table Table Table Chapter 30: Games as Cultural Rhetoric Brian-Sutton Smith's Seven Rhetorics of Play < Day Day Up > < Day Day Up > List of Tables List of Tables List of Tables List of Sidebars Chapter 2: The Design Process Computers in the Classroom Reiner Knizia Chapter 5: Systems The History of Systems Commissioned Game — Richard Garfield Richard Garfield Chapter 11: Defining Rules Rules and Strategy Chapter 12: Rules on Three Levels How to Play: Rules in the Design Process Chapter 20: Games as Systems of Conflict Terminological Aside: Two Forms of Cooperation Case Study: Beating Loop LOOP Commissioned Game — Ironclad Frank Lantz Chapter 22: Defining Play Terminological Aside: "Play" and "Games" in French Delimitation of our project Chapter 24: Games as the Play of Pleasure Footnote to a Footnote Disclaimer: The Limits of Flow A Hypothetical Case Study A: Game Called Unlocker Unlocker Terminological Aside: Behavior Theory and Cybernetics Case Study: The L Game : An Exception to Every Rule The L Game List of Sidebars List of Sidebars Chapter 26: Games as Narrative Play Case Study: A Loopy Core Mechanic LOOP Case Study: Drome Racing as Narrative System Drome Racing Challenge Drome Racing Challenge Hardcore Gamers and Cutscenes Chapter 27: Games as the Play of Simulation What About Those Quotation Marks? Chapter 28: Games as Social Play Clarifying "Community" Commissioned Game — Sneak Kira Snyder Chapter 32: Games as Cultural Resistance from sissyfightnews.com Commissioned Game — Caribbean Star James Ernest List of Sidebars ... Day Up > Rules of Play - Game Design Fundamentals Rules of Play - Game Design Fundamentals Rules of Play - Game Design Fundamentals Foreword For hundreds of years, the field of game design has drifted... Myriad by Katie Salen and was printed and bound in the United States of America Library of Congress Cataloging-in-Publication Data Salen, Katie Rules of play : game design fundamentals / Katie Salen. .. game A game designer might work alone or as part of a larger team A game designer might create card games, social games, video games, or any other kind of game The focus of a game designer is designing

Ngày đăng: 17/11/2019, 07:36

Từ khóa liên quan

Mục lục

  • Table of Contents

  • Rules of Play - Game Design Fundamentals

  • Foreword

  • Preface

  • Chapter 1: What Is This Book About?

    • Overview

    • Establishing a Critical Discourse

    • Ways of Looking

    • Game Design Schemas

    • Game Design Fundamentals

    • Further Readings

    • Further Reading

    • Chapter 2: The Design Process

      • Iterative Design

      • Commissions

      • Game Design Exercises

        • Creation

        • Modification

        • Analysis

        • Further Reading

        • The Design and Testing of the Board Game- Lord of the Rings

        • Design Process

        • Scripted Game System

Tài liệu cùng người dùng

  • Đang cập nhật ...

Tài liệu liên quan