Содержание
- 2. "The formula followed by virtually all games is a steady progression toward victory: you accomplish tasks
- 3. “The first 35 years of motion pictures, from 1895 to 1930, yielded a handful of films
- 4. My thinking about game design has recently changed discontinuously. Deciding what project to do next. (3
- 5. What are Games?
- 6. What Are Games? (For our purposes, software running on computers.) Trying to achieve a goal, with
- 7. Games make goals achievable by training the player. The player builds a mental model of the
- 8. That is to say, all games actively teach. This teaching can happen at many different levels
- 9. What Games Can Provide
- 10. 1. Entertainment / Fantasy / Escapism I am not satisfied with only this. (Nor are many
- 11. What Games Can Provide 2. Meaningful Artistic Expression (you care, audience cares). Coming from a different
- 12. Expressing Audiovisuals and Gameplay Everyday Shooter by Jonathan Mak Downloadable from Playstation Network
- 13. The Marriage by Rod Humble Expressing Real-Life Themes through Rules of Interaction Free download on the
- 14. 3. A means of exploring the universe (for both the creators and the players). Systems are
- 16. Games are Going to Be Huge.
- 17. Many people will be playing games... Games will heavily impact patterns of human thought, and thus
- 18. Game Designers Lack Discernment. All we care about is whether a lot of people want to
- 19. Scheduled Rewards: Collectables, Unlockables, Advancing Story, Achievements MMOs have empty gameplay but keep players hooked with
- 20. There are many ways to make a game “fun”, but we usually pick the easy one,
- 21. Rewards can be like food (naturally beneficial) or like drugs (artificial stimuli). We over-use the drugs,
- 22. In pursuing ever-more players, the game industry exploits them in an unethical way. We don't see
- 23. World of Warcraft says: You are a schlub who has nothing better to do than sit
- 24. These things take root subtly, subconsciously. Like advertising and brand identity. People identify with their activities.
- 25. Natural Rewards (reinforced by artificial rewards) Manveer Heir on Clint Hocking's blog: “The brilliance in Portal
- 26. The primary challenge for mankind in this century Our actions create the environment, whether we intend
- 27. When millions of people buy our game, we are pumping a (mental) substance into the (mental)
- 28. as an industry are we propagating the intellectual and emotional versions of this?
- 29. When millions of people buy our game, think of the multiplier that acts on any small
- 30. Architecting vs. Exploring
- 31. Presumption of Architecture Architecting: top-down Exploring: adaptive, unhierarchical Explorational design helps find truth, or at least
- 32. Big Daddy and Little Sister Poorly-Architected Design: Bioshock
- 33. The Meaning of Life in Bioshock?
- 34. Plus health, ammo, mana, and Hypnotize Big Daddy spells.
- 35. “A shooter must be well-balanced” (a very Architected idea). This conflicts badly with the supposed moral
- 36. Bioshock claims to be about altruism and humanity, but here is what it really teaches: Shoot
- 37. Good Explorational Design (augmented by architecture): Portal
- 38. Architected Save or Kill? Explored (with supplemental architecting) MUST MURDER! Little Sister Weighted Companion Cube
- 39. mkozlows on the Quarter to Three forums: “It's a measure of Bioshock's quality that killing little
- 40. Listening Skills
- 41. Listening Skills a.k.a. How do you merge architecture with exploration?
- 42. It's hard to listen if you are shouting all the time. If you are constantly reinforcing
- 43. Smash TV
- 44. Ambient Danger Gradient
- 45. Total Carnage Mines hidden behind trees, walls crossed the line between emergent circumstances and deliberate sadism.
- 46. Pac-Man Championship Edition Ghosts are edible safety timers.
- 47. If you look for little design ripples like these, you will see them all over.
- 48. If you're on a big story-based game, precluding much exploration, you could just notice when you
- 49. Conclusion (inasmuch as there is one)
- 50. As a designer, I want to see us harness that power to transform. “As cinema matured,
- 51. As a player, I desire to be transformed. I am not getting that, most of the
- 52. What is worthwhile, or deep, or interesting? It is very subjective. Your ideas are different from
- 53. But as designers, we can hold the intention to be worthwhile, or deep, or interesting, whatever
- 55. Скачать презентацию