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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Game Design Fundamentals


Games as Cultural Environment is the final schema in Rules of Play. In some ways, this chapter has brought us full circle. In the course of analyzing A.I., Seasons of Darkness, and Suspicion, we revisited many of the concepts that form the conceptual basis of the book as a whole. Below is a partial list of the game design concepts mentioned in this schema, in the order that they appear and the chapters where they were first introduced:
















































































definition of games


Defining Games


magic circle


The Magic Circle


three kinds of rules


Rules on Three Levels


lusory attitude


The Magic Circle


open and closed systems


Systems


metacommunication


Games as the Play of Meaning


space of possibility


Interactivity


core mechanics


Games as the Play of Experience


emergent system


Games as Emergent Systems


embedded narratives


Games as Narrative Play


emergent narratives


Games as Narrative Play


system environment


Systems


the play community


Games as Social Play


public and private information


Games as Systems of Information


procedural representation


Games as the Play of Simulation


open culture


Games as Open Culture


player-as-producer paradigm


Games as Open Culture


safety and trust


Games as Social Play


second-order design


Games as the Play of Experience


conflict


Games as Systems of Conflict


making sense of meaning


Games as the Play of Meaning


free play | transformative play


Defining Play


cultural rhetorics


Games as Cultural Rhetoric


cultural resistance


Games as Cultural Resistance


forbidden play


Games as Social Play


There are many concepts we didn't mention in the course of these analyses. But a comprehensive overview was not the intention of our review. Our purpose was to demonstrate how a suite of fundamental game design concepts work together to build a full understanding of the operation of a complex game. Comprehending a game requires more than simply selecting a schema and applying it in isolation to a game design problem. The intricate operation of a game can only be fully appreciated when you take a multifaceted approach, combining many points of view, strategically constructing your analysis in order to solve the problem at hand. In this chapter, we were specifically looking at games as cultural environments. But in order to do so, it was necessary to make extensive use of ideas from the RULES, PLAY, and CULTURE of games.



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