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Game design: theory & practice下载
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Introduction ..................................... xviii
Chapter 1 What Players Want ....................1
Why Do Players Play?..................................2
Players Want a Challenge ..............................2
Players Want to Socialize ..............................3
Players Want a Dynamic Solitaire Experience....................5
Players Want Bragging Rights ............................5
Players Want an Emotional Experience .......................6
Players Want to Fantasize ..............................7
What Do Players Expect? ................................8
Players Expect a Consistent World..........................8
Players Expect to Understand the Game-World’s Bounds .............9
Players Expect Reasonable Solutions to Work...................10
Players Expect Direction ..............................10
Players Expect to Accomplish a Task Incrementally................12
Players Expect to Be Immersed...........................12
Players Expect to Fail................................14
Players Expect a Fair Chance............................14
Players Expect to Not Need to Repeat Themselves ................15
Players Expect to Not Get Hopelessly Stuck....................16
Players Expect to Do, Not to Watch ........................17
Players Do Not Know What They Want, But They Know It When They See It . 18
A Never-Ending List..................................19
Chapter 2 Interview: Sid Meier ..................20
Chapter 3 Brainstorming a Game Idea: Gameplay,
Technology, and Story ......................42
Starting Points .....................................43
Starting with Gameplay...............................44
Starting with Technology ..............................45
Starting with Story .................................47
Working with Limitations ...............................50
Odyssey: The Legend of Nemesis..........................50
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Contents
Damage Incorporated................................51
Centipede 3D ....................................53
Embrace Your Limitations...............................54
Established Technology...............................55
The Case of the Many Mushrooms.........................55
The Time Allotted..................................57
If You Choose Not to Decide, You Still Have Made a Choice ............58
Chapter 4 Game Analysis: Centipede ...............59
Classic Arcade Game Traits ..............................62
Input ..........................................65
Interconnectedness...................................66
Escalating Tension ...................................68
One Person, One Game ................................71
Chapter 5 Focus...........................73
Establishing Focus ...................................74
An Example: Snow Carnage Derby ........................77
The Function of the Focus .............................79
Maintaining Focus ...................................82
Fleshing Out the Focus ...............................83
Changing Focus ...................................84
Sub-Focuses ......................................88
Using Focus ......................................91
Chapter 6 Interview: Ed Logg ...................93
Chapter 7 The Elements of Gameplay ..............121
Unique Solutions ...................................122
Anticipatory versus Complex Systems ......................122
Emergence .....................................123
Non-Linearity.....................................125
Types of Non-Linearity ..............................125
Implementation ..................................127
The Purpose of Non-Linearity...........................129
Modeling Reality ...................................130
Teaching the Player..................................132
Rewards ......................................134
Input/Output......................................136
Controls and Input .................................136
Output and Game-World Feedback ........................141
Basic Elements ....................................145
Chapter 8 Game Analysis: Tetris .................146
Puzzle Game or Action Game?............................147
Tetris as a Classic Arcade Game ...........................149
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Contents
The Technology....................................151
Artificial Intelligence.................................153
Escalating Tension ..................................154
Simplicity and Symmetry...............................155
Ten Years On, Who Would Publish Tetris? .....................157
Chapter 9 Artificial Intelligence..................158
Goals of Game AI...................................160
Challenge the Player................................161
Not Do Dumb Things ...............................163
Be Unpredictable .................................164
Assist Storytelling .................................167
Create a Living World ...............................169
The Sloped Playing Field...............................170
How Real is Too Real? ..............................171
AI Agents and Their Environment ..........................172
How Good is Good Enough?.............................175
Scripting........................................177
Artificial Stupidity ..................................178
Chapter 10 Interview: Steve Meretzky ..............179
Chapter 11 Storytelling......................214
Designer’s Story Versus Player’s Story .......................216
Places for Storytelling ................................218
Out-of-Game....................................219
In-Game ......................................224
External Materials .................................227
Frustrated Linear Writers...............................228
Game Stories .....................................230
Non-Linearity ...................................232
Working with the Gameplay............................233
The Dream ......................................234
Chapter 12 Game Analysis: Loom.................236
Focused Game Mechanics ..............................238
User Interface.....................................239
The Drafts System ..................................241
Difficulty .......................................243
Story..........................................244
Loom as an Adventure Game.............................245
Chapter 13 Getting the Gameplay Working ...........248
The Organic Process .................................251
Too Much Too Soon ................................251
Keep It Simple...................................253
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Contents
Building the Game ..................................254
Core Technology..................................254
Incremental Steps .................................255
A Fully Functional Area..............................256
Going Through Changes..............................257
Programming .....................................259
When is It Fun? ....................................261
Chapter 14 Interview: Chris Crawford ..............263
Chapter 15 Game Development Documentation .........291
Document Your Game ................................293
Concept Document or Pitch Document or Proposal ...............293
Design Document .................................294
Flowcharts .....................................295
Story Bible.....................................295
Script........................................297
Art Bible ......................................300
Storyboards ....................................301
Technical Design Document............................301
Schedules and Business/Marketing Documents .................302
No Standard Documentation ...........................302
The Benefits of Documentation ...........................303
Chapter 16 Game Analysis: Myth: The Fallen Lords .......304
Use of Technology ..................................305
Game Focus......................................308
Storytelling ......................................310
Hard-Core Gaming ..................................311
Multi-Player......................................313
Overall ........................................314
Chapter 17 The Design Document ................316
The Writing Style...................................318
The Sections......................................321
Table of Contents .................................321
Introduction/Overview or Executive Summary..................322
Game Mechanics..................................323
Artificial Intelligence ...............................329
Game Elements: Characters, Items, and Objects/Mechanisms..........331
Story Overview ..................................334
Game Progression .................................335
System Menus ...................................337
One Man’s Opinion..................................337
Inauspicious Design Documents ...........................338
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Contents
The Wafer-Thin or Ellipsis Special Document ..................338
The Back-Story Tome ...............................339
The Overkill Document ..............................340
The Pie-in-the-Sky Document...........................341
The Fossilized Document .............................342
A Matter of Weight ..................................343
Getting It Read...................................343
Documentation is Only the Beginning ........................344
Chapter 18 Interview: Jordan Mechner..............346
Chapter 19 Designing Design Tools................378
Desired Functionality.................................380
Visualizing the Level ...............................380
The Big Picture ..................................382
Jumping into the Game ..............................384
Editing the World .................................386
Scripting Languages and Object Behaviors .....................388
Us Versus Them....................................390
The Best of Intentions ...............................392
A Game Editor for All Seasons............................394
Chapter 20 Game Analysis: The Sims ...............395
Abdicating Authorship ................................396
Familiar Subject Matter................................398
Safe Experimentation.................................399
Depth and Focus ...................................400
Interface........................................401
Controlled Versus Autonomous Behavior ......................403
A Lesson to Be Learned ...............................404
Chapter 21 Level Design .....................406
Levels in Different Games ..............................408
Level Separation..................................409
Level Order ....................................410
The Components of a Level .............................412
Action .......................................413
Exploration.....................................413
Puzzle Solving ...................................415
Storytelling.....................................415
Aesthetics .....................................416
Balancing It All ..................................418
Level Flow ......................................418
Elements of Good Levels...............................421
Player Cannot Get Stuck..............................421
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Contents
Sub-Goals .....................................422
Landmarks .....................................423
Critical Path ....................................423
Limited Backtracking ...............................423
Success the First Time...............................424
Navigable Areas Clearly Marked .........................424
Choices.......................................424
A Personal List...................................425
The Process ......................................425
step 1. Preliminary.................................425
step 2. Conceptual and Sketched Outline .....................427
step 3. Base Architecture .............................427
step 4. Refine Architecture Until It is Fun ....................428
step 5. Base Gameplay...............................429
step 6. Refine Gameplay Until It is Fun......................430
step 7. Refine Aesthetics .............................430
step 8. Playtesting .................................431
Process Variations .................................431
Who Does Level Design?...............................432
Collaboration .....................................433
Chapter 22 Interview: Will Wright ................434
Chapter 23 Playtesting ......................472
Finding the Right Testers...............................473
Who Should Test..................................474
Who Should Not Test ...............................477
When to Test .....................................479
HowtoTest......................................481
Guided and Unguided Testing ............................482
Balancing .......................................483
Your Game is Too Hard ..............................485
The Artistic Vision ..................................487
Conclusion .............................489
Art...........................................489
The Medium......................................490
The Motive ......................................491
Appendix Sample Design Document: Atomic Sam ........493
Atomic Sam: Focus ................................495
Atomic Sam......................................496
Design Document .................................496
Table of Contents .................................496
I. Overview ......................................499
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Contents
II. Game Mechanics..................................500
Overview......................................500
Camera .......................................501
In-Game GUI ...................................502
Replaying and Saving ...............................502
Control Summary .................................503
General Movement.................................503
Flying Movement .................................504
Surfaces ......................................507
Picking Up Objects ................................507
Throwing Projectiles................................508
Electric Piranha ..................................510
Actions.......................................510
Interactive Combat Environments.........................512
Looking ......................................513
Friends .......................................513
Speaking ......................................514
Cut-Scenes .....................................515
Storytelling.....................................515
Levels .......................................516
III. Artificial Intelligence...............................518
Enemy AI .....................................519
Player Detection ..................................519
Motion .......................................519
Flying .......................................520
Pathfinding.....................................520
Taking Damage ..................................520
Combat Attacks ..................................520
Evading.......................................521
Special Actions ..................................521
Trash Talking....................................522
Falling into Traps .................................522
Non-Combatant Agents ..............................523
Friends .......................................523
IV. Game Elements ..................................525
Items ........................................525
Characters .....................................527
V. Story Overview ..................................536
VI. Game Progression ................................538
Setting .......................................538
Introduction ....................................540
Gargantuopolis...................................540
The Electric Priestess’ Bubble Home .......................540
Benthos.......................................541
xv
Contents
Harmony ......................................542
New Boston ....................................543
The Electric Priestess’ Bubble Home .......................544
The Ikairus.....................................545
VII. Bibliography...................................545
Glossary.............................546
Selected Bibliography .....................562
Index ..............................565
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