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[全景探秘游戏设计艺术].(The.Art.of.Game.Design).Jesse.Schell.文字版.pdf

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The Art of Game Design
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The Art of Game Design A Book of Lenses Jesse Schell Carnegie Mellon University AMSTERDAM • BOSTON • HEIDELBERG • LONDON NEW YORK • OXFORD • PARIS • SAN DIEGO SAN FRANCISCO • SINGAPORE • SYDNEY • TOKYO Morgan Kaufmann Publishers is an imprint of Elsevier
Morgan Kaufmann Publishers is an imprint of Elsevier. 30 Corporate Drive, Suite 400, Burlington, MA 01803, USA This book is printed on acid-free paper. © 2008 by Elsevier Inc. All rights reserved. Designations used by companies to distinguish their products are often claimed as trademarks or regis- tered trademarks. In all instances in which Morgan Kaufmann Publishers is aware of a claim, the product names appear in initial capital or all capital letters. All trademarks that appear or are otherwise referred to in this work belong to their respective owners. Neither Morgan Kaufmann Publishers nor the authors and other contributors of this work have any relationship or affiliation with such trademark owners nor do such trademark owners confirm, endorse or approve the contents of this work. Readers, however, should contact the appropriate companies for more information regarding trademarks and any related registrations. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means—electronic, mechanical, photocopying, scanning, or otherwise—without prior written permission of the publisher. Permissions may be sought directly from Elsevier’s Science & Technology Rights Department in Oxford, UK: phone: ( ⫹44) 1865 843830, fax: ( ⫹44) 1865 853333, E-mail: permissions@elsevier.com. You may also complete your request online via the Elsevier homepage ( http://elsevier.com ), by selecting “Support & Contact ” then “Copyright and Permission ” and then “Obtaining Permissions. ” Library of Congress Cataloging-in-Publication Data Application submitted ISBN: 978-0-12-369496-6 For information on all Morgan Kaufmann publications, visit our Web site at www.mkp.com or www.elsevierdirect.com Printed in the United States of America 08 09 10 11 12 5 4 3 2 1
For Nyra who always listens
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TABLE OF CONTENTS 1 2 3 Table of Lenses ...................................................................................................................... xvii Acknowledgments ................................................................................................................xxi Hello ......................................................................................................................................... xxiii In the Beginning, There Is the Designer ................................................................................... 1 Magic Words ............................................................................................................................... 1 What Skills Does a Game Designer Need? ....................................................................... 2 The Most Important Skill ........................................................................................................ 4 The Five Kinds of Listening .................................................................................................... 5 The Secret of the Gifted .......................................................................................................... 6 The Designer Creates an Experience .......... 9 The Game Is Not the Experience .......................................................................................10 Is This Unique to Games? .....................................................................................................11 Three Practical Approaches to Chasing Rainbows .....................................................12 Introspection: Powers, Perils, and Practice .....................................................................14 Dissect Your Feelings .............................................................................................................17 Defeating Heisenberg ...........................................................................................................18 Essential Experience ..............................................................................................................20 All That’s Real Is What You Feel ...........................................................................................21 The Experience Rises Out of a Game ....................................................................................... 23 A Rant About Definitions .....................................................................................................24 So, What Is a Game? ................................................................................................................26 vii vii
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