Tuesday, October 26, 2010

Computer Game Design Art

 What is the game? If you need to know

games and game design, we first have to establish clearly the basic orientation. We must define what it means to the word game. Must also be sure that all the basic features of the game. We first discuss this for the existence of inherent obstacles, and then a brief description of major categories of the game; then propose a set of game features all the properties of the expression.

game is a basic part of human existence. The game to say in our language suggests that it itself is true activities. Is our participation in the activities of hate. Means that we cooperate with those who need us to play ball. The time when we are dishonest, to play the game. The partner is a voluntary enterprise as a game. This game concept widely infiltrated the whole of human experience, we understand that the game caused two potential obstacles.

First of all, the liberal use of the word games to promote our understanding of the game have exaggerated feeling. We can not enter the subject of careful and rigorous analysis that we have a tendency to be more academic topics, and allows us to easily ignore the complexity of game design. In game design is completely amateur, they only have the programming skills, in addition to experience as players outside the game without further preparation. Those who overestimate their own understanding of the game people underestimate the importance of learning.

The second obstacle is ambiguity. We are so widely used the principles and concepts of the game, causing a lot of watered their initial meaning. We no longer seek to understand the concept of clear and focused. Game designers are not well defined a set of common words to communicate with each other. Discussion of game design often becomes the debate on semantics. In order to eliminate the growth of dendrites around the game,UGG boots cheap, you need bulldozers and machetes.

let us back for a while, take the positive direction, starting this effort. Let the game roaming the world for a short, simple visit each major region. In the roaming process, I hope that in the basic characteristics of in-depth critical analysis of the game before the update readers on the game's memory and simple to establish a few points. I think there are 5 games: board games, card games, sports games, children games and computer games.



board game board game we started. These games have a surface, the surface is divided into several zones, each by a set of movable blocks are occupied. The most common arrangement is movable block directly with the players, whereas the playing surface does not belong to the player direct control on behalf of the environment. The disposal of their own players to play through the surface of the block, trying to capture the other players of the block, to achieve a purpose, get control of the territory, or to obtain some valuable benefits. Players in these games is the main concern in the geometric analysis of the relationship between the block.



poker game poker game is the second category. These games use a set of 52 symbols of the brand, of which two factors: divided into four groups, each with 13 levels. Game to consider the establishment by the combination of these two factors. Players with random processing or some combination of the rules and win or lose the license card. The combination of each has a legitimate relationship to the value of the final outcome of the game. Players must know both the existing and potential combinations, and calculated to obtain the necessary cards to complete the combination of an overview. This introduction will win with the combination of considerable value. Because the number of combinations is very large, the necessary introduction of the accurate calculation of the intellectual over all the players, the game is primarily an intuitive training. Therefore, the main concern is the player combination analysis.

sports games

Another traditional game form is sports games. This game is better than physical intelligence value. Strict rules of the game specify a precise action, allowing players to perform or require players to perform. In this game the main concern is skilled players use the body.

we must be careful to distinguish sports games and sports competitions. For example, competition is competition, not games. The dividing line between games and competitions that the basic elements of a game. I think that the degree of interaction between players 2 levels. In theory, the runner is not related to each other. Each runner is only a race against the clock; the emergence of other runners should be non-substantive. In fact, the runners do interact psychologically, because a runner's performance can affect the performance of other runners. In addition, in some games a player (or pilot or the pilot or the master) can put his body into the target and between the other participants, the benefits derived therefrom. I have come to the conclusion that the simplest competition, in which each person trying to best accomplish certain tasks, but do not require direct interaction with other competitors, do not constitute a game, but race. Competition is the game to allow interaction.

children's games

other types of games are games for children. Hide and seek, red rover, labeling and kicking cans is a common example. These games often take the form of groups, emphasizing simple physical activity. Although these games contain simple mental and physical components, but their role is not to challenge children's mental and physical limits. Instead, players in these games is the main concern in the social skills groups to show the fundamental role in human life.

a wide range of children's activities have often been called the game. When a child is stripped some bark, clean it, blowing sound, we also said that such acts are playing the game. I have to book out of the game outside of these activities. These impromptu game does not provide any useful information about the game.

computer games

we look at the next game area is a popular theme of games and books, computer games. These games use 5 types of computers: entertainment venues (oin op machine) using expensive dedicated machines, cheap dedicated machines, multi program home consoles (such a machine, such as ATARI 2600 and the ATARI 5200), personal computers and large computers. Most of the computer game as an opponent and arbitrator; many of them also provide animated graphics. The most common form of computer games is a skill and action (S & A). S & A games emphasize hand-eye coordination. The nature of S & A game is often violent. There are many other aspects of computer games: adventure games, fantasy games and war games. In our view, however rough,UGGs, because the content of skills and range of action games, as well as other games of the attention. Here we

the world's most prominent on the type of game do a quick inspection. Later, we will return to the theme proposed classification of computer games, and then use specific examples of games that some of its properties. Must now turn prompted us to inspect the original question: common basic element of these games is what? I think there are four common factors: expression, interaction, conflict and security.

expression

First of all, the game is a subset of the subjective expression of the true closed-form system. Let us examine this statement carefully to each word. 'Closed' means that the game is complete and justify the structure. Simulation games produced in-house is a complete world; do not need to play outside the frame of reference. Some poorly designed game can not meet this requirement, such games lead the debate on the rules, because they do not follow the rules to allow the development of the situation. After the player had to extend the rules to make their own cases in which inclusive. This always caused controversy. Well-designed game precludes this possibility in advance; because the rules of the game inclusive of all contingencies encountered, so it is closed.

form

No Nothing game that the mainstream of the game.

system

'system' is often misused word, but in this case its application is appropriate. Games are often interact in complex ways part of the collection. Is indeed a system.



subjective expression of expression is a two side coin: one is the objective side, the other is the subjective side. 2 face are interrelated, subjective from the objective facts, objective truth, and continue to get nutrition from. 2 in the game that each side struggled to emphasize that the subjective side. For example, when a player defeated when hundreds of aliens, no one believed he was a direct reflection of the objective world of entertainment. However, the game in terms of players may be very real sense he is the embodiment of the world. I do not want players with a psychological analysis of the popular stain my argument to the playground in a crafty excuse for the attack. Obviously something in mind not only the player is simply to destroy aliens. But we do not care about the exact content; being that the players felt the game showed his true inner fantasy world is entirely appropriate. Therefore, the expression of the subjective world game, not objective reality. Virtual games are objective and they did not really express the situation from the physical created, but they are players in the subjective is real. The objective situation into a true carrier of the subjective truth is the human imagination. Imagine the situation in any game to play an important role. The game is the expression of imagination, rather than a scientific model.

games and simulation models

consider the difference between simulation and gaming can figure out the objective and subjective expression of expression of the difference between. Trying to simulate a real phenomenon is strictly correct to express to another more extensive form. The game is to simplify the phenomenon of artistic expression. Analog designers do not want to simplify, if simplification is unavoidable due to material and intellectual limitations of the concessions. Game designers are deliberately simplified, as is the player that designers focus on factors that are important. The purpose of the two basic differences exist. Simulation for the purpose of calculation or valuation; game is created for educational or entertainment (mixed education training simulation is the middle ground within the game.) Is a necessary condition for accurate simulation; clearly a necessary condition for the game. Simulation of the game is like the relationship between technical drawing and painting. Game is not just a small lack of detail simulation; details of the game is deliberately compressed to emphasize the designers want to show more extensive information. Details of the simulation is, but the game is programmed.

example, consider the personal computer simulation of aircraft operating procedures and coins in the difference between the game RED BARON. Both are on the flight and aircraft, are in the micro-computer systems operations. Many flight simulator flight technical demonstration: stall, roll and rotation; RED BARON not have these. Indeed, the players file into the aircraft RED BARON is quite unrealistic. It can not stall, roll, rotate, or dive. When you release the joystick it automatically back in balance. But to conclude from these observations that RED BARON than simulating an aircraft is not correct. RED BARON is not about real flight of the game; it is about flying, shooting and avoiding being shot in the game. Includes details of flight technology will transfer most of the players pay attention to other aspects of the game. RED BARON designers quite correctly stripped flight technical details, the player's attention focused on the fighting aspects of the game. RED BARON is not a lack of technical details of these disadvantages but the advantages, as it provides focus to the game. The simulated aircraft, the shortcomings and lack of detail is a problem.



subset of the real last word I use is a subset of the real. Subset of the word on the one hand it is easy to prove. It is clear that the game itself is unreal, it can not include all of the real; Therefore, the game is at most a subset of the real. Subset of the material choice is the method to provide focus to the game. Players too difficult to understand the true subset of the game, so can hardly be distinguished with life itself, so take the most intriguing factor in the game, that is, its focus. Summary of expression



games have a subjective and deliberately simplified the expression of real emotion. The real game is not objectively accurate expression. The objective does not require high accuracy, as long as they support the players think on it. The player's imagination is true in psychology to create a key carrier of the game.

interaction

some real performance of the media is static. Painting or sculpture depicts a snapshot of the true under a certain time. Some media are dynamic; they show the time change. Movies, music and dance is dynamic. To show that they can enrich the real change. But the most fascinating places on the real this is not, or it changes, but how it changes, all the things it is entangled by the complex cause and effect linked. Proper performance of this struggle the only way is to allow the audience to explore its corners and crannies, so that their own cause and observations. Therefore, the expression of the highest and most complete expression of the form is interactive. To provide this interactive game elements, it is also a key factor in the game attractive.

games and puzzles (problems) in comparison

understand the interactive nature of the game one way is to games and puzzles and other non interactive challenges were compared. Cube puzzles and playing the guessing tic tac toe (foot toe) game compare. The basketball game compared with the high jump. In each comparison two activities on the challenge of players like. To make an activity a game not a game the other activities of the key difference is that interactive elements. Cube puzzle does not respond positively to human activities; jumping overhead bar on the efforts of those who do not jump to react. Step on the toes and basketball in the two games play each other on the actions of attention and response.

the difference between games and puzzle skills has nothing to do with the case; we can easily be many difficulties and challenges into sports games, and vice versa. For example, chess is a game, but it has spawned a whole class of problems, that final issue. Games can include a lot of problems as a subset, and mostly to do so. Problem in most of the time constitutes a very small component in the entire game, if a game most of the challenges it included in the problem, once the problem resolved, the game will soon lose the challenge value.

games and stories that the interaction of compared

Another way is to compare games and stories. Story is the fact that the composition in chronological order, the order contains a causal relationship between time. Because of the fact that the story is actually not important, so the fact that is often deliberately presented fictitious. Only the fact that the causal relationship between the order provides an important part of the story is. For example, we do not care about Luke Skywalker and the Death Star really exist. We see, Luke Skywalker good, simple, and the evil Death Star, Luke Skywalker to defeat the Death Star. Express the causal relationship is the story of good over evil. Therefore, the real story is the performance of the carrier, which is implied by the fact that the order of causality, and not through the fact of expression.

games have tried to show true. And the story of the difference is that the story presented in the same order of fact, the game presents a sequence of trees, and by allowing players to choose at each point of the limb,UGG boots, resulting in his own story. The audience the story of the facts can only be derived from a single sequence of cause and effect relationship; the game are encouraged to explore alternative, the choice of exchange and inversion. Players can freely explore from many different angles cause and effect relationship.

Indeed, the players look forward to playing the game several times, each time trying different strategies. Mean time to experience a story; for later re-tell can not provide new information, it also reduces the value of the representative. Play a game increases with each representative of the value of the game until the player has completed online to explore all the branches represent a subset of the.

This does not mean the game better than the story. While the story only to follow the development of a single causal sequence, but it is more complex than the game and details. Details of the success story of the creation is decisive, because the details of the offer structure, real feel, will make the story more exciting. Given the fact that the story of a strong jet of the vortex, bringing the audience to predetermined conclusions. Clever game designers to produce a complex path network, techniques to show the player all the possible aspects of a single fact. In this respect, a story like a small statue, but a game like a gem. The value of small statues and structures due to the complex and the details of an excellent upgrade. The jewelry on the contrary, no details; its surface must be completely smooth. Jewelry because it can reflect light to the many different and valuable perspective. The statue must be fixed; the jewelery is going to be mobile. So the story is static, while the game is dynamic.

story of contemporary computer games more than the special advantages: surprise element. Good story to have a series of interesting plot twists and turns and win. Storytellers among us look forward to the introduction of a series, and then cleverly inserts a new element, resulting in a tortuous, into a fascinating new situation. This process can progress in the story repeated. In computer games, only adventures provide this surprise element. Unfortunately, in order to ensure players amazing place in the appropriate circumstances, only the freedom of movement by limiting the player to do so. Soon, all the adventure games of the road began to smell the fall. Computer games provide the possibility of a real exciting player action in response to the prospect of establishing plot twists and turns, rather than just pre-destined to be dragged into the fall of his way. However, the development of players amazing action needs to be able to derive his target to produce a credible plot twists and turns, players are not down to his expectations proved wrong. But the advanced artificial intelligence has yet to be created.

comparison of games and toys, games

capacity between control between stories and toys. The story does not allow the audience any chance to control the order of the facts. Fantasy game allows players to manipulate the facts, but the rule of the rules is to develop a good fantasy. Toys are very loose; toys in any way the user can freely manipulate it to achieve his imagination. Creative story-telling people the direct control of the audience experience; game designers indirectly controlled the audience experience; toy makers have little control of the audience experience.

the importance of interaction for some reason

interaction is important. First, it social or interpersonal factors among injection into the incident. It challenges the game between people from technology transfer to. To solve a cube puzzle is a strictly technical operation; playing chess is the interaction between the operations. In the former, is playing against the logic of the situation; in the latter, is the use of logic and the opponents play.

Second, the interaction of the nature of the challenge the challenge of transition from passive to active challenge. A problem is always the same challenge presented to the player. But the game's opponents react to the actions of players, and each game presents a different challenge. Important to feel different. S problems in some way must be predicted, by inference, control, or that the designer put the key skills within the problem. Emotionally, problem players are solving difficult problems, or its designers reveal its secrets. Once the secret is known, the challenge is no longer interesting. Instead, each time when the players play the game to face different challenges. Problem is dead, the game is alive; players must be on yourself and the way opponents are generated for the solution of the game. Games and challenges that the main difference between the create and find their own solution designer solutions are different. Recognition of the existence of the game players, and the reaction of the player's personality; and rigid like a dead fish have the same problem.

computer games rarely provide an actual human opponent, so they lack the other games offered by social factors. However, they can render a player must deal with the illusory figure. This is the most exciting game technology and development potential of the computer at least. Elements regardless of the computer aspects of the Comprehensive Social success or failure, the computer can easily produce highly interactive game experience. It quickly and thoroughly respond to the player's actions.



interactive nature of the interaction is not a binary quantity; it is multi-valued continuous quantity. Problems simply did not interact, and the game more interactive. Some games between players with very little interaction (such as blackjack, tag, or PONG). While the players may want to interact, but the game only very limited interaction mode (two kinds of decisions, stand or collision, running, and twisting). Game players are not allowed too much money into their own within the game, or a variety of ways to respond to their opponents. Other games, like bridge, football and LEGIONNAIRE (American Veterans Association, Avalon Hill game company's trademark) that allows interaction between players rather diverse. Players can wrestle each other in a variety of levels. The first group game is generally considered uninteresting, and the second group game is generally considered more interesting. The importance of the interaction model is not their mechanical quality, but because of their emotional significance. PONG is boring, because I can not express a lively ball to many things in my character. Bridge is much better because it contains in its third-party interaction, deception and cooperation elements. Bridge games can be printed on better my personal characteristics. Therefore, the extent of interaction of the game to provide a useful indicator.



conflict in the third element of all games is conflict. Conflict naturally occurs in the interaction of the game. Players active in the pursuit of certain goals. Obstacles hinder the players to easily achieve this goal. If the barrier is a passive or static, the challenge is a challenge or exercise challenge. If they are active or dynamic, they can consciously respond to the player, the kind of challenge is the game. But the initiative, response, and perceived barriers need to be a smart opponent. If that actively block the rival smart player to reach his goal, in between the player and opponents will inevitably be conflict. Therefore, all games in terms of conflict is essential.

no conflict game.

Some people feel this aspect of the game daunting. Has done a lot of trying to design a clean game without conflict. The game emphasizes cooperation rather than conflict. They are unsuccessful in business; This means that very few people like them.

more importantly, because they are not the first game, so these games failed. Only remove the active response of the players actions to avoid conflicts. No positive response, there is no interaction. Therefore, from the game by deleting the inevitable conflict to destroy the game.

remove the conflict game is impossible without destroying the game, but the change Chongtu elements include cooperation possible. Conflict with the opponent's team, the team members can cooperate with each other. Counterparty may be another group, individual, or computer simulation of the players. In all cases, the opponents must be aware of it, given human nature. No action has the purpose of fantasy players respond, the game will crash.

this game by the social relations of conflict (social context) the strengthening of social relationships often play in them. Our real world conflicts are always indirect, spread over time, closely adjusted. Moreover, they are often the result of all the lack of conclusive because very few conflicts in everyday life to achieve a direct victory. Partial success is there, but the struggle continues, there is no clear and decisive results. Because the game is a subjective expression of the real world, by emphasizing certain aspects of them, to focus our attention on particular aspects of the world. Conflict prone game (but not always necessary) to emphasize its most direct form of strong violence. Violence on the game is not necessary or essential. Violence common in the game, because it is the conflict of the most obvious and natural expression.

summary of the conflict

conflict is the essence of all elements of the game. It may be direct or indirect, violent or nonviolent, but it always appears in every game.

Security

hint of conflict risk; risk means that the injury; injury is not hope. Games can provide the psychological experience of conflict and danger, while the body eliminates the risk of taking. In short, the game is a safe way to experience real. More correctly, compared to the case of simulation game, the game's result is always not so cruel. A player can attack a monster day, the risk is minimal risk. She can gather great wealth, but also in the loss of their one hour, her piggy bank does not have any losses. She can lead the great army into a desperate war, the fate of the country hanging on it, but all the people have not one drop of blood. Cause and effect in the ruthless world, even in the tragic and inevitable results together, the separation of action and the result is a striking feature of the game. This is not a game

implied a lack of results. Punishment of players lost the game and sometimes serious deterrent. Always lose some of the lost dignity of another person. Less likely to be lost to shame the computer video game attraction. Failure without loss of face can be a failure Zaibai. Moreover, the complete victory over 计算机 true in most games is considered to be impossible; This further reduces the shame of failure.

almost all of the games are a positive incentive structure. That failure is not punished because of failure, victory is rewarded as the winner. The only loss was his failure to pay fees into the game, such as gambling money, or start the game fee. Such investment is usually very small, can be seen as game management, service charges, not the punishment of all potential losers.

when it comes to security issues, gambling, give us some difficult problems. Gambling in the process of random or near random result of risking money or property risks. Losers lose their bet, but paid off big winner. Therefore, the gambling will be a real financial risk presented to the players. But there are two extenuating circumstances: first,Bailey UGG boots, the entertainment people to take money from the gambling risk is very small; Second, some of the gambling laws themselves deny luck. They indulge in the control of the dream. They think appropriate dice shaking sound, turn right slot machine handle will cause differences. So, a little deviation from the mainstream entertainment gambling games may be included in the game. Including a large number of money and expect a lot of serious gambling financial income, the more deviation from the entertainment, at the edge of the gray area.

gambling is worth considering the special form of poker. Poker is a game of fraud; game key to success is to make your opponent believe you are better or worse than the actual card. Because the bet is the money, the players feel nervous, so try to deceive his opponent. Therefore, the risk of gambling (the results of other games at least) is the essence of the structure of part of poker. This particular aspect of poker is worth special consideration. So I put poker into a game of class.

safety summary

game safe way to experience real. Although a large number of special circumstances exist, but the game is still the core principles of safety. In this chapter I have introduced a set of features, that the word through the game I mean. I emphasize the essential character of the game, not the player's motivation. The separation between the game and players is artificial and misleading, because the two are interdependent. In the next chapter, I intend to examine the game and their motivation

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