文件名称:The Art of Computer Game Design by Chris Crawford
文件大小:830KB
文件格式:PDF
更新时间:2012-08-31 04:28:05
Game Design, Chris Crawford
If we desire to understand games and game design, we must first clearly establish our fundamental orientation. We must define what we mean by the word “game.” We must also determine the fundamental characteristics of all games. After discussing some of the obstacles inherent in this effort, I will briefly describe the salient classes of games; then I will propose a set of attributes that characterize all games. Games are a fundamental part of human existence. The parlance of games has insinuated itself into our language to refer to activities that are not truly games. We play along with activities we find distasteful. We play ball with those who require our cooperation. We play games when we are insincere. A willing participant is game for the enterprise. This broad penetration of gaming concepts into the entire spectrum of human experience presents us with two potential barriers to understanding games. Contents •Chapter 1 - What is a Game? •Chapter 2 - Why Do People Play Games? •Chapter 3 - A Taxonomy of Computer Games •Chapter 4 - The Computer as a Game Technology •Chapter 5 - The Game Design Sequence •Chapter 6 - Design Techniques and Ideals •Chapter 7 - The Future of Computer Games •Chapter 8 - Development of Excalibur •Reflections - Interview with Chris •The Education of a Game Designer