Tài liệu Chris Crawford on Game Design

Thảo luận trong 'Kế Toán - Kiểm Toán' bắt đầu bởi Thúy Viết Bài, 5/12/13.

  1. Thúy Viết Bài

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    Copyright
    About the Author
    About the Technical Reviewers
    Tell Us What You Think
    Introduction
    Chapter 1. Definitions, Definitions
    Chapter 2. Some Milestone Games

    Old-Style Games
    Board Wargames
    Other Non-Computer Games
    Videogames
    Computer Games

    Chapter 3. Play
    History of Play
    Play Is Metaphorical
    Play Must Be Safe
    Play Need Not Be Exotic
    The Fun Factor

    Chapter 4. Challenge
    Challenge Necessitates Rules
    The Point Is the Challenge, Not the Goal
    Dimensions of Challenge
    Challenge and Identity

    Chapter 5. Conflict
    Mars, Venus, and Conflict
    Dimensions of Conflict
    Directness of Conflict
    Intensity of Conflict
    Intensity and the Evolution of Taste

    Chapter 6. Interactivity
    History
    Other Attributes of the Computer
    So What Is Interactivity?
    Is More Interactivity Better?
    How Do We Measure Interactivity?
    Low-Interactivity Entertainment Designs
    Process Intensity Versus Data Intensity

    Chapter 7. Creativity: The Missing Ingredient
    How Serious Is the Problem?
    Where Does Creativity Come From?
    How to Get Creative
    A Tyrannosaurus Rex for Ideas
    The Politics of Innovation

    Chapter 8. Common Mistakes
    Obsession with Cosmetics
    Incremental Accretive Design

    Chapter 9. The Education of a Game Designer
    Get a Degree
    Education Versus Schooling

    Chapter 10. Games I'd Like to Build
    Galilean Relativity
    Napoleonic Cavalry
    Napoleon in Space
    Attack of the Cellular Automata
    Volkerwanderung
    Third-World Dictator
    Lies
    Spies
    The Wheels of Commerce
    Corporate Politics
    Evolution
    The Self-Modifying Game
    Mooser-Gooser
    So What Does All This Mean?

    Chapter 11. Storytelling
    Adventure Games
    Backstory
    Cut Scenes
    Integrated Cut Scenes
    Here Come the Academics!
    Role-Playing Games
    The Real Problem
    Tackling the Problem

    Chapter 12. Random Sour Observations
    Massively Multiplayer Monsters
    Licensed Games
    New Input Devices
    The Sims
    Short-Term Thinkers
    Everybody's a Game Designer
    Hollywood Envy
    Young Males
    Sleaze

    Chapter 13. Tanktics
    Map
    Calculating Line of Sight
    Planning Moves
    Initial Programming
    Enter the KIM-1
    Input and Output
    Linguistic Input
    Sound Effects
    Showing It Off
    Porting
    Production, Marketing, and Sales
    Avalon-Hill
    Fade Away
    Results

    Chapter 14. Legionnaire
    A Record-Setting Blunder
    Disruption
    Terrain
    Sales
    First Draft Design
    Conclusions

    Chapter 15. Wizard
    VCS Technology
    Designing the Game
    Asymmetric Combat
    Lines of Sight (LOS)
    Disposition and Conclusion

    Chapter 16. Energy Czar
    Chapter 17. Scram

    Input Structures
    Oh Yes, It Was Supposed to Be a Game, Wasn't It?
    Coda

    Chapter 18. Eastern Front (1941)
    The Scrolling Map
    The Combat System
    AI
    Tuning
    Conclusion

    Chapter 19. Gossip
    AI
    Implementation Woes
    Conclusions

    Chapter 20. Excalibur
    Camelot
    The Interpersonal Subgame
    Diplomacy
    The Strategic Map
    The Battle Subgame
    Overall Course of Play
    The Manual
    Conclusions

    Chapter 21. Balance of Power
    The UnWar Game
    Early Efforts
    The Rubber Map
    Thank You, National Enquirer
    Research
    Building the Map
    Memory Headaches
    Making It a Game
    Publisher Woes
    I Get by with a Little Help from the Press
    The Wheel of Fortune

    Chapter 22. Patton Versus Rommel
    To Hell with Grids
    Geometric AI

    Chapter 23. Siboot
    A Lesson for Designers
    First Draft Proposal
    The First Proposal
    Design Essays
    Economies
    Intransitive Combat Relationships
    The Inverse Parser
    The Display
    Interstitial Stories
    The Novella
    Conclusions

    Chapter 24. Guns & Butter
    Designing the World
    Building Provinces
    Adding Mountains, Deserts, and Forests
    Naming Names
    First-Person Firing Squad
    The Economic System
    Combat
    Faces
    The Ideas Behind the Game
    Results

    Chapter 25. Balance of the Planet
    Values
    Implementing a Value System
    The Politics of the Game
    Higher Levels of Play
    Balancing the Equations
    Artwork
    Schedule Hassles
    Results

    Chapter 26. Patton Strikes Back
    Simple Rules
    Clean User Interface and Strong Visual Presentation
    Explain the History
    Color Hassles
    Anti-Piracy
    Results

    Chapter 27. Themes and Lessons
    People, Not Things!
    Faces
    Gameplay Help
    Language
    Art Over Money
    The Harsh Realities of Business

    Chapter 28. Old Fart Stories
    Early Sound and Music
    An Early Multiplayer Game
    Getting a Job
    E.T.
    Alan Kay
    Lost in the Shuffle
    International Sales
    The Locked File Cabinet
    Bill Carris
    Marketing Wisdom
    The Dragon Speech
    The Great Pratfall
    A More Serious Pratfall
    Problems of Decentralization
    The Unrevenged Review
    Failed Humor
    The Sins of Youth
    Corporate Politics
    Blinded by Your Own Equipment
    Thinking Big
    The CGDC

    Glossary
    Index
     

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