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“游戏手册 GAME NOTEBOOK”是ltaoist的私人steam帐号的名称。如果你遵照装置说的精神,你可以免费申请使用“
游戏手册 GAME NOTEBOOK”作为你的游戏的开发者和发行者的名字。详情请联系
[email protected]*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
“游戏手册 GAME NOTEBOOK” is ltaoist‘s private steam account. If you follow the spirit of
On Installation, you can apply for the use of “
游戏手册 GAME NOTEBOOK” as the name of the developer and publisher of your game in free. For details, please contact
[email protected]*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
====== 大纲 =====
导言:提供一种工程的规范性和创意的灵活性相平衡的元方法(主要内容:电子游戏作为一种“计算机应用软件”,在软件开发的过程中的困难,尤其是面向变化了游戏玩法、游戏性的工程应用实现的困难,可以概括为“规范性和灵活性的矛盾”。这不是同于单纯的图形图像实现的困难,而是同逻辑学与合理有关,虽然也可以从图形图像实现的角度来切入。这里并不意在提供一种“标准”级别的方法解决这种困难,因为这种困难是具有客观的物质性和社会性的,但提供了一种梳理和研究这种困难的方法,不一定是最优的,但或许可以对实践帮助。这些内容来源于广泛的业界实践,不是我个人原创的成果,我只是加以总结,并且可能有潜在的不妥当不通用的地方,还需要加以研究。)
1.作为精神、价值观和社会活动的电子游戏
2.背景:游戏性的前进
3.问题:规范性和灵活性的矛盾
4.标准:困难,个人价值,社会价值和妥协
5.致谢
本有的装置说(主要内容:这里有两个部分。第一部分,人们对游戏的使用,并且建立一种可能可以更全面的描述游戏的各个方面的语言体。第二部分,前定性,引入“装置化”的概念,并展开到模仿与编排,游戏性如何从现实现实或想象世界落实为实际的计算机软件或其单元。)
1.装置的描述:视听特性,互动特性,外延特性
2.装置的编程:前定性,装置化与游戏中的模仿与编排
构成的装置说(主要内容:游戏中不同的主要存在物或关联存在物如何构成了游戏的体验,他们与三大特性的关系,游戏引擎会对这部分的内容有较大的影响。基本上特殊的事物或者公有的事物都有可能要特殊处理,仍然是可以为了“最高设计决策”服务的。)
1.空间:地图,按钮,表示器,特殊效果
2.时间:触发链,事件链,感受链
3.动力:世界的背景、存在者与介入效应
4.叙事:人称与故事
5.反馈:兴观群怨和商业化
价值的装置说(主要内容:对设计良好的游戏可能具有的个人价值和公共价值做出正面回答。)
1.个人价值:消遣与提供体验
2.公共价值:社会价值和社会功能
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Introduction: provide a meta method that balances engineering standardization and creative flexibility (main content: as a kind of "computer application software", the difficulties in the process of software development, especially the difficulties in the implementation of engineering applications with changed game playing methods and games, can be summarized as "the contradiction between standardization and flexibility" This is not the same as the difficulty of simple graphic image implementation, but related to logic and rationality, although it can also be cut in from the perspective of graphic image implementation. This is not intended to provide a "standard" The level method solves this difficulty because it is objective, material and social, but it provides a method to sort out and study this difficulty. It is not necessarily the best, but it may be helpful to practice. These contents come from a wide range of industry practice, not my own original achievements. I just summarize them, and may be potentially inappropriate Where it is not common, it needs to be studied.)
1. Video games as spiritual, values and social activities
2. Background: Playful progress
3. Problem: the contradiction between standardization and flexibility
4. Criteria: difficulties, personal values, social values and compromise
5. Thanks
Existing and Installation (main content: there are two parts here. The first part is people's use of the game and establishes a language body that may more comprehensively describe all aspects of the game. The second part, pre characterization, introduces "installation" And expand to imitation and arrangement, how to implement gameplay from the real or imaginary world into actual computer software or its unit.)
1. Description of the device: Audio-visual characteristics, interactive characteristics and epitaxial characteristics
2. Device programming: pre characterization, installation and imitation and arrangement in the game
Composition and Installation (main content: how different main or related beings in the game constitute the game experience, their relationship with the three characteristics, and the game engine will have a great impact on the content of this part. Basically, special things or public things may need special treatment, which can still serve the "highest design decision")
1. Space: map, button, indicator, special effect
2. Time: trigger chain, event chain, feeling chain
3. Motivation: World background, existence and intervention effect
4. Narrative: person and story
5. Feedback: interest and resentment and commercialization
Value and Installation (main content: give a positive answer to the possible personal and public values of well-designed games.)
1. Personal value: Recreation and providing experience
2. Public value: social value and social function