As pop culture, games are as important as film or television--but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games..Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
游戏是环绕自身的一种活动--喜欢玩什么游戏意味着我们内心潜藏的渴望(美学,逃脱,放松,欢愉)😅太准了
谁有这本书转让的?或者有没有扫描版
作为游戏,核心机制的不同会带来不同的游戏体验。本章关于打砖块如何通过修改核心机制给玩家带来不同体验的段落不错。
进入新的单元了,这一单元讲的是Play。第一章当然就是对Play做一个完整的定义,结论是在规定框架下的自由行动。当然这个Play是包含了所有的类型,Gam...
游戏的核心是规则,但并不是所有的玩家都会遵守规则,有人利用规则的漏洞,有人悄悄地违反规则,有人干脆就直接破坏游戏。可以设计中引入对规则破坏的惩罚,例如篮球...
如果阅读这本书的目的是为了学习设计游戏的具体方法,那我推荐去读《The Art of Game Design》。如果不满足于游戏设计的具体实现,想要了解游戏设计背后的原理,看这本...
在 MIT online study 的网页上看到了他们开设有video game的课程,看他们的学生作业无非就是写点halo warcraft bioshock 之类。这些学生可爽了,天天打游戏当写作业。 ...
本书虽有“MIT教材”的头衔,但不论是实践意义还是学术意义都没有预期中那么深远。 从实践意义的角度讲,本书对游戏设计的讨论非常浅显,看每章最后的summary就能把这章...
似乎是入门必备,阐述了游戏一些常识和核心概念。 比起直接指导怎么做游戏设计,本书内容更学术一点。 个人觉得有有价值的是全书的目录架构,帮助你了解作者是怎么看待...