The Art of Game Design
2024-12-26 19:45:33 1 举报
AI智能生成
Mind Map of《The Art of Game Design》
作者其他创作
大纲/内容
What is Game Design?
Decisioin making
Decisions about rules, look and feel, pacing, risk-taking, rewards, punishment, and everything else the player experiences
No unified theory at present
More art than science
Understand web of creativity, psychology, art, technology, and business
Chapter 1 Designer
Skills needed
Animation, antropology, architecture, brainstorming, business, communication, creative writing, economics, engineering, games, history, management, mathematics, music, psychology, public speaking, technicle writing, visual arts
Most important skill——listening
Team, audience, game, client, and self
Chapter2 Experience
It is this experience that the designer cares about
Give the player a great deal of control / throw in random events
There are certain feelings: feelings of choice, feelings of freedom, feelings
of responsibility, feelings of accomplishment, feelings of friendship, and
many others, which only game-based experiences seem to offer.
of responsibility, feelings of accomplishment, feelings of friendship, and
many others, which only game-based experiences seem to offer.
Secrets of the human heart
Psychology
Introspection—the act of examining experiences as they happen
Not bound by the strict responsibilities of good science, game designers can make use of both behavioristic
experiments and phenomenological introspection to learn what we need to know
experiments and phenomenological introspection to learn what we need to know
Antropology
We can learn a number of important things about human nature from the
work of anthropologists—but much more important, by taking a cultural
anthropologist’s approach to our players, interviewing them, learning
everything we can about them, and putting ourselves in their place, we can
gain insights that would not have been possible from a more objective
point of view
work of anthropologists—but much more important, by taking a cultural
anthropologist’s approach to our players, interviewing them, learning
everything we can about them, and putting ourselves in their place, we can
gain insights that would not have been possible from a more objective
point of view
Design
Introspection
Perils
Can lead to false conclusions about reality
What is true of your experience may not be true for others
Game designers tend to have unusual tastes
You won't be designing or developing alone
Dissect your feelings
You must be able to clearly state what you like, what you don't like, and why
The more you analyze your own experiences, the more clearly you will be able to think about the kinds
of experiences your games should create
of experiences your games should create
#1
Two passes
The first time, don’t stop to analyze anything—just have
the experience. Then, go back and do it again, this time, analyzing
everything—maybe even pausing to take notes
the experience. Then, go back and do it again, this time, analyzing
everything—maybe even pausing to take notes
Essential experience
figure out the essential elements that really define the experience you want to
create and find ways to make them part of your game design
create and find ways to make them part of your game design
#2
Chapter3 Venue
#3
Chapter4 Game
#4
Game-Play-Toy-Fun(pleasure with surprises)
Our brains are hardwired to enjoy surprises
#5
Play
#6
Game
“endogenous meaning?” Costikyan is making the very important point that things
that have value inside the game have value only inside the game
that have value inside the game have value only inside the game
#7
Human likes to solve problems
eg: children learn the lesson of War: you cannot
control fate. They realize the problem is unsolvable, and at that point, it is
no longer a game, just an activity, and they soon move on to games with
new problems to solve.
control fate. They realize the problem is unsolvable, and at that point, it is
no longer a game, just an activity, and they soon move on to games with
new problems to solve.
define a clear goal (Q2). Next, we frame the problem. We determine
its boundaries and the nature of the problem space. We also determine what
methods we are allowed to use to solve the problem; that is, we determine
the rules of the problem (Q4). How we do this is kind of hard to describe. It
is not a completely verbal process. It is almost as if our minds are equipped
to set up an internal, minimized, simplified version of reality that only
includes the necessary interrelationships needed to solve the problem. This
is like a cleaner, smaller version of the real-world situation, which we can
more easily consider and manipulate or interact with (Q6). In a sense, we
are establishing a closed, formal system (Q10) with a goal. We then work
to reach that goal, which is usually challenging (Q7), because it involves
some kind of conflict (Q3). If we care about the problem, we quickly
become engaged (Q9) in solving it. When we are occupied in doing so, we
kind of forget about the real world, since we are focused on our internal
problem space. Since this problem space is not the real world and just a
simplified version of it and solving the problem is important to us,
elements in the problem space quickly gain an internal importance, if they
get us closer to our goal of solving the problem, and this importance does
not need to be relevant outside the context of the problem (Q8). Eventually,
we defeat the problem or are defeated by it, thus winning or losing (Q5).
its boundaries and the nature of the problem space. We also determine what
methods we are allowed to use to solve the problem; that is, we determine
the rules of the problem (Q4). How we do this is kind of hard to describe. It
is not a completely verbal process. It is almost as if our minds are equipped
to set up an internal, minimized, simplified version of reality that only
includes the necessary interrelationships needed to solve the problem. This
is like a cleaner, smaller version of the real-world situation, which we can
more easily consider and manipulate or interact with (Q6). In a sense, we
are establishing a closed, formal system (Q10) with a goal. We then work
to reach that goal, which is usually challenging (Q7), because it involves
some kind of conflict (Q3). If we care about the problem, we quickly
become engaged (Q9) in solving it. When we are occupied in doing so, we
kind of forget about the real world, since we are focused on our internal
problem space. Since this problem space is not the real world and just a
simplified version of it and solving the problem is important to us,
elements in the problem space quickly gain an internal importance, if they
get us closer to our goal of solving the problem, and this importance does
not need to be relevant outside the context of the problem (Q8). Eventually,
we defeat the problem or are defeated by it, thus winning or losing (Q5).
#8 A game is a problem-solving activity, approached with a playful attitude
Chapter5 Elements
The Four Basic Elements
P120
#9
Skin(experience) and Skeleton(four elements)
#10
Chapter6 Theme
Steps to using a theme to strengthen experience
Step 1: Figure out what your theme is
The theme is what your game is about. It is the idea that ties your entire game together—the idea that all the
elements must support
elements must support
Often based on experience or truth
Step 2: Use every means possible to reinforce that theme
eg: Pirates of the Caribbean: Battle for the Buccaneer Gold P135
Theme is more important than tradition; Sometimes we can break the traditions
#11
Best themes are ones that resonate with players—themes that touch players deeply
#12
Chapter7 Idea
#13
#14
Subconscious Tips
Pay Attention
Record Your Ideas
P171
Manage Its Appetites(Judiciously)
Sleep
Don't Push Too Hard
Chapter8 Iteration
Choose an idea
Reverse your decision when wrong
Pass 8 Filters
Artistic impulse
Demographics
Experience design
Innovation
Business and marketing
Engineering
Social/Community
Playtesting
#15
#16
Loop
Model
Waterfall, sprial , agile and scrum development (P190)
Process
Risk manifesto, start loop, end loop, new loop
10 tips for Productive Prototyping
Answer a Question
Forget Quality
Don't Get Attached
Prioritize Your Prototypes
Parallelize Prototypes Productively
Doesn't Have to Be Digital
Making board prototype is faster
Doesn't Have to Be Interactive
Pick a "Fast" Game Engine
Build the Toy First
More Loop as Possoble
Detail eg for new loop (P204)
When to End
The 50% Rule/The Plan-To-Cut Rule
eg: Prisoners of Bubbleville (P191)
#17
#18
Chapter9 Player
Project Yourself
Bring back your old memories, make them vivid and strong again
Demographics
Age
P219
Gender
Male
Mastery, competition, destruction, spatial puzzles, trial and error
Female
Emotion, real world, nurturing, verbal puzzles, learning by example
#19
Pleasure
Sensation, fantasy, narrative, challenge, fellowship, discovery, expression, submission
#20
Player Types
Achievers, explorers, socializers, killers
Chapter10 Player's Mind
Modeling
Human's minds don't deal with reality but models of reality
Understand and control how that illusion is formed in your player's mind
Create experiences that feel as real, or more real, than reality itself
Focus
What we focus on at any given moment is determined through a blend of our unconscious desires and our conscious will
When something captures our complete attention and imagination for a long period, we enter an interesting mental state "flow"
Flow
Clear goals, no distractions, direct feedback, continuously challenging
P249
#21
Empathy
Imagination
Chapter11 Motivation
Needs
Maslow's hierarchy
Competence
Autonomy
Relatedness
#22
#23
#24
#25
Chapter12 Mechanics
Mechanic 1: Space
#26
Mechanic 2: Time
Discrete and Contunuous Time
Clocks and Races
Controlling Time
#27
Mechanic 3: Objects
Objects are the nouns of game mechanics
Attributes and their states are the adjectives
Static and dynamic
#28
#29
Mechanic 4: Actions
Actions are the verbs of mechanics
Basic actions and Strategic actions
Emergent Gameplay
Def
Not part of the rules itself, but rather actions and strategies that emerge naturally
Tips for creating emergence
Recognize them and give them a chance to flourish
Add more verbs
Verbs can act on many objs
Goals can be achieved in many ways
#30
#31
Mechanic 5: Rules
Types of rules (P315)
Mode
Enforcer
Rule now becomes a physical constraint of the game world
Cheatability
if players start believing your game is cheatable, even if it isn't, all the precious endogenous value
you have worked to develop just slips away
you have worked to develop just slips away
Goal
Concrete, achievable and rewarding
#32
#33
Mechanic 6: Skill
Physical, mental and social skills
#34
Mechanic 7: Chance
#35
#36
Chapter13 Balance
Discern what elements in your game need to be
balanced and then experiment with changing them
balanced and then experiment with changing them
12 Types of Game Balance
#1 Fairness
Symmetric and asymmetric (P358)
#2 Challenge vs Success
#3 Meaningful Choices
#4 Skill vs Chance
#5 Head vs Hands
#6 Competion vs Cooperation
#7 Short vs Long
#8 Rewards
#9 Punishment
Benefit
Create endogenous value
Taking risks is exciting
Possible punishment increases challenge
Type
Shaming, loss of points, shortened play, setback, removal of powers, resource depletion
#10 Freedom vs Controlled Experience
#11 Simple vs Complex
#12 Detail vs Imagination
#37
#39
#40 Triangularity (low risk and reward, player, high risk and reward)
#41
#42
#43
#44
#45
#46
#47
#48
#49
#50
#51
Game Balancing Methodologies
Uses the Lens of the Problem Statement
Doubling and halving (二分法微调)
Train your intuition by guessing exactly
Document your model
Tune your model as you tune your game
Plan to balance
Let the players do it
Balancing Game Economies
#52
#53
Chapter14 Puzzle
#54
#55
#56
#57
#58
Chapter15 Interface
The goal of an interface is to make players feel in control of their experience
#59
#60
#61
#62
#63
#64
#65
Interface Design (P476)
#1: List and Prioritize Information
#2: List Channels
#3: Map Information to Channels
#4: Review Use of Dimensions
Number, color, size and font
#66
#67
Interface Tips
#1: Steal
#2: Customize
#3: Theme
#4 Metaphor
#5: Test
#67.5
Chapter16 Interest Curves
#68
#69
#70
#71
#72
Chapter17 Story
Real-World Method
#1: The String of Pearls
#2: The Story Machine
#73
Story Tip
#1: Respect the Story Stack
#2: Put Your Story to Work
#3: Goals, Obstacles, and Conflicts
#4: Make It Real
#5: Simplicity and Transcendence
#6: Consider the Hero's Journey
#7: Keep Your Story World Consistent
#8: Make Your Story World Accessible
#9: Use Cliches Judiciously
#10: A Map Brings a Story to Life
#11: Surpeise and Emotion
#74
#75
Vogler's Synopsis of the Hero's Journey
The ordinary world
The call to adventure
Refusal of the call
Meeting with the mentor
Crossing the threshold
Tests, allies, enemies
Approaching the cave
The ordeal
The reward
The road back
Resurrection
Returning with the elixir
#76
#77
#78
Chapter18 Indirect Control
#79
Indirect Control Method
#1: Constraints
Too much freedom can be a daunting thing
#2: Goals
#3: Interface
Eg: If the player controls a human adventurer, they will try to do certain things. If they control a
dragonfly, an elephant, or a Sherman tank, they will try to do very different things
dragonfly, an elephant, or a Sherman tank, they will try to do very different things
#4: Visual Design
#5: Characters
#6: Music
#80
#81
#82
Chapter19 World
Transmedia World
Def
Refer to fantasy worlds that can be entered through many different media—print, video, animation,
toys, games, and many others
toys, games, and many others
Feature
Powerful, long lived and evolved over time
Rooted in a single medium
Creative individual at core
Make sense through any ways
#83
#84
Chapter20 Character
Charas in Novel->Movie->Game
Mental to Physical
Charas in novels are involved in deep psychic struggles since we spend time listening to their innermost thoughts
Charas in game, however, we can see what they say and do
Reality to Fantasy
Complex to Simple
Add more depth, more mental conflict relationships into games is challenging
Avatar
People tend to project themselves into their avatars (eg: their cars "he hits my car")
Ideal Form
Mighty warriors, powerful wizards, attractive princesses, ultra-suave secret agents
Blank Slate
Less detail, more possibility to project themselves to avatars
#85
Create Game Character
#1: List Character Functions
#2: Define and Use Character Traits
#3: Use the Interpersonal Circumplex
#4: Make a Character Web
P638
#5: Use Status
#6: Use the Power of the Voice
#7: Use the Power of the Face
Especially for eyes
#8: Powerful Stories Transform Characters
#9: Let Your Character Surprise Us
#10: Avoid the Uncanny Valley
#86
#87
#88
#89
#90
#91
Chapter21 Spaces
Type
Linear
Player can only move forward and back along a line
Grid
Web
Points in space
Divided space
Landmark
Help remember and make a space memorable
#92
Living Structure
Levels of scale, strong centers, boundaries, alternating repetition, positive space, good shape, local symmetries, simplicity and inner calm, not-separateness
#93
Real vs Virtual Architecture
Human store spaces by thinking of them relatively, not absolutely
Scale
Decided by eye height, people and doorways, texture scaling
Third-person Solution
Bigger room, slightly bigger furniture spread out
Chapter22 Presence
Reality
Logical Reality
Defines the rule of cause and effect
Spatial Reality
Defines how I move through space
proprioceptive Reality
Defines where it feels like my body is
Social Reality
Defines how I interact with others
Presence Breakers
#1: Motion Sickness
Keep the framerate up
Avoid virtual camera movement, don't accelerate
Hide the edges (vignette)
Teleport sparingly
#2: Counter-Intuitive Interactions
#3: Intensity Overload
Presence Builders
#1: Hand Presence
#2: Social Presence
#3: Familiarity
#4: Realistic Audio
#5: Proprioceptive Alignment
#6: Comedy6
#93.5
Chapter23 Aesthetics
#94
Trade-off details
Use audio and music
Balancing Art and Tech
Chapter24 Other Players
Reasons for playing with others
Competition
Collaboration
Meeting up
#95
#95.5
Chapter25 Communities
Reasons for forming communities
Membership
Influence
Integration and fulfillment of needs
Shared emotional connection
10 Tips for Strong Communities
#1: Foster Friendship
#2: Put Conflict at the Heart
#3: Use Architecture to Shape Community
#4: Create Community Property
#5: Let Player Express Themselves
#6: Support Three Levels (newbie, player, elder)
#7: Force Players to Depend on Each Other
#8: Manage Your Community
#9: Obligation to Others Is Powerful
#96
#97
#98
#99
Chapter26 Team
Team Problem
#1: Team members incapable of loving any game
#2: Team members in love with a different game than the one they are making
#3: Team members in love with different visions of the same game
If you can't love the game, love the audience
#100
Include everyone in the design process
Have more ideas to choose from
Weed out flawed ideas quickly
Be forced to view the game from many perspectives
Make everyone on the team feel like they own the design
Design process in a team
Initial brainstorming
Independent design
Design discussion
Design presentation
10 keys to team communication
Objectivity
Use Problem-Statement Lens to express yourself
Guarantee that every idea is taken seriously
Clarity
Avoid confusion by explain it in time
Persistence
Write things down
Comfort
People get less distracted and communicate more freely
Respect
Trust
Honesty
Privacy
Unity
Love
#101
Chapter27 Document
Purpose
Memory
Communication
Type
P771
Design
#1: Game design overview
Written for management
To explain how the whole game fits together
High-level, big picture
#2: Detailed design document
Describes all the game mechanics and interfaces in great detail
To help record all the little detailed ideas
To help communicate those ideas to the engineers and the artists
Finding right form of GDDs and tailor them to the team and project
#3: Story overview
Describes the important settings, characters, and actions in the game
Engineering
#4: Technical design document
Make sense whenever there is more than 1 engineers
#5: Pipeline overview
Describes things the artists must adhere to
The simpler, the better
#6: System limitations
Art
#7: Art bible
Guildlines to help maintain consistent look and feel
#8: Concept art overview
Production
#9: Game budget
#10: Asset tracker
#11: Project schedule
Writing
#12: Story bible
#13: Script
#14: Game tutorial and manual
Player
#15: Player walk-through
#102
Chapter28 Playtesting
Type of Test
Focus group
Potential players are interviewed about their likes and dislikes
QA testing
Make sure quality, looking for bugs
Usability testing
Make sure interface and system are intuitive and easy to use
Playtesting
Make sure experience is well designed
Why (P786)
Who
Developers
Friends
Expert gamers
Tissue testers
When
Pre-Idea
Initial Concept
Paper Prototype
Whitebox Prototype
Working Prototype
Finished, Shipped Game
Where
In your studio
In a playtesting lab
At some public venue
At the playtester's home
Online
What
Design playtest to look for answers
Keep your eyes open for surprises
Form
Surveys
Use pictures whenever possible
Online survey save a lot of time
Don't ask people to rate things on [0, 1]
We should rate on labels intead
Don't put too many questions
Survey right after they have played
Don't take survey data as gospel
Interviews
Have a script of questions ready
Interview people privately
Avoid memory tests
Don't expect playtesters to be designers
Ask for more than you need
Consider a video closet
Set your ego aside
FFWWDD
#103
#104
Chapter29 Technology
Foundational vs Decorational
The Hype Cycle
#104
#105
#106
Chapter30 Client
Coping with bad suggestions
Try to understand why the client is making this suggestion
A bad suggestion also have a corresponding question
Go find it and come up with a better solution
Not That Rock (P833)
Firenze, 1498 (P834)
#107
Chapter31 Pitch
When
In the beginning, you'll be pitching rough ideas to team members and potential partners
When the team has agreed on a general concept, you might be pitching to management or
to funders to get approval to build a prototype
to funders to get approval to build a prototype
When the prototype is built, you might be pitching your game to publishers or to Kickstarter
to get development funds
to get development funds
After the game is done, you'll need to pitch it to reporters at game conferences

收藏
0 条评论
下一页