Rules.of.Play.Game.Design.Fundamentals [Electronic resources] نسخه متنی

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Rules.of.Play.Game.Design.Fundamentals [Electronic resources] - نسخه متنی

Katie Salen, Eric Zimmerman

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Summary





  • Play is experienced through participation. When a player interacts with a game, the formal system is manifest through experiential effects.



  • Sutton-Smith's model for the psychological processes by which video games are experienced:



    • Concentration



    • Visual scanning



    • Auditory discriminations



    • Motor responses



    • Perceptual patterns of learning





  • This model can be abstracted into three components that constitute the system of experience of any game:



    • input by which a player takes action



    • output of the system to the player



    • internal processes by which a player makes decisions





  • Game design is a second-order design problem. A game designer only indirectly designs the player's experience, by directly designing the rules. Creating meaningful experiences means understanding the ways a game's formal system transforms into an experiential one.



  • The core mechanic of a game is the essential moment-to-moment activity players enact. A core mechanic is repeated over and over in the course of a game to create larger patterns of experience.



  • A core mechanic can be a single activity, such as running in a footrace. A core mechanic can also be a compound activity, such as the military tactics, resource management, and mouse and keyboard skills of a real-time strategy game.



  • Too often, game designers do not consider a game design on the level of the core mechanic, instead relying on conventional interactivity to determine the key player activity.



  • A core mechanic can be extended and enlarged through the design of variations. Breakout provides a good example of a simple core mechanic that is intrinsically successful, but which has been successfully modified into many variations.





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