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Note_Pedagogy of Game Design

Note_Pedagogy of Game Design

作者: 王兵 | 来源:发表于2016-10-18 00:46 被阅读19次

    About Presenter:

    Michael John(UCSC), teach game design

    Learning Craft: Apprenticeship

    • YujiNaka(中 裕司, Hedgehog) -> Mark Cerny(PS4) -> Michael John

    About credibility:

    1. Train a person to be perceived as credible (by the game development community)

      • roles and teamwork
      • scrum and agile methodologies
      • play testing and user research
      • production pipeline
    2. Game credibility

      • sth > intuitive
      • game consultant: play the game for 15min and tell me what's wrong with it and how to fix it.
      • e.g. People keep driving left and off the road when using a PS controller to play a driving game. Problem solve: thumb angle about 45-degree and overcorrect the straight direction by about 30-degree. Simply correct the angle input by script program.
      • Define What Game is:
        • An interactive system comprised of loop of activities, designed to create an experience in the mind and heart of the player.
        • interactive system == loop of {action -> outcome -> state -> action}
        • use player experience to interpret the loop {action -> feedback -> affordance -> action}

    Additional Game Theory

    • Emergence

      • It's any behavior that is not purely predicted in advance by a system.
      • X: make a complicated system and add more var.
      • O: add more simple loops and link them together.
      • e.g. 1 chess. chess with only two horse is dumb.
      • e.g. 2 sim city. A new feature's worthiness depends on how many other features it touch.
    • Experience Design

      • Flow state (out of comfort -> back into comfort -> out of comfort -> back again)
      • Sequencing (randomish, predicatable is boring)
    • Meaning thru Mechanics

      • Typical Process: Functions(do what) -> Premise(at where) -> Emotion(feel like)
      • Story Process: Premise(at where) -> Functions(do what) -> Emotion(feel like)
      • Flip Process: Emotion -> Funtion -> Premise
      • Find a emotion annoying -> think about what you like to do to be an expression of those emotions if you could. ->
        • e.g. Hard finding a parking lot? Just bash a car out.
      • Practice: Think about a real situation that trigger emotions like anger, joy, frustration, love, paranoia, jealousy, loss, confusion, surprise, excitement, boredom(How to make a boring game without stupid?), compassion, pride. etc.
      • The trick is meaning generated through player choices.

    Reference

    Pedagogy of Game Design

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