Designing Games 9.2分
读书笔记 Motivation and Fulfillment
陈灼
This view of design sees it as a task not of creating emotions or fulfillment, but of triggering behaviors. It ignores the phenomenological experience of play entirely, and treats game design as the construction of virtual Skinner boxes that extract the maximum intensity of a desired behavior from the player.

忽然想起来有位同事说他昨晚半夜三点爬起来开那些预购的炉石新扩展的卡牌……他说在炉石上花的钱都超过Switch了……

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《Designing Games》的全部笔记 9篇
豆瓣
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