MIT Press - Rules of Play: Game Design Fundamentals >> Foreword

Foreword

For hundreds of years, the field of game design has drifted along under the radar of culture, producing timeless masterpieces and masterful time-wasters without drawing much attention to itself-without, in fact, behaving like a "field" at all. Suddenly, powered by the big bang of computer technology, game design has become a very big deal and the source of some provocative questions about the future of art and entertainment.

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In addressing these questions, the book you are holding raises quite a few of its own. On its surface Rules of Play appears to be calm and reasonable, carefully laying out a broad theoretical framework for understanding the field of game design. But beneath this calm surface, the book actually stakes out a controversial position in a dramatic, ongoing discussion about what games are and what they could become.

In fact, from certain angles this book appears to have the burning impatience of a manifesto. What is the nature of this impatience? To some extent it is the frustration of workers who are asked to build a cathedral using only a toothbrush and a staplegun. Games are remarkably complex, both in their internal structure and in the various kinds of player experiences they create. But there exists no integrated set of conceptual tools for thinking about games. Until recently, if you were a game designer interested in the theoretical underpinnings of your field, you would be forced to stitch together a set of perspectives from sociology, anthropology, psychology, and mathematics, each of which brought its blindman's view of the elephant, and none of which considered games as a creative domain.

More recently, within the field itself there has emerged a Babel of competing methodologies. Most of these have a practical focus on the nuts-and-bolts questions of the creative process of game design; few of them have attempted to ground their insights in a general theoretical system. But the impatience that gives this book its undercurrent of urgency is more than a response to the field's underdeveloped level of discourse. Why, after all, does game design need a theoretical framework? There is something more than insight, knowledge, and understanding at stake here.

Remember that the authors of this book are not just academics looking at games from the outside; they are themselves active practitioners. Like many people working in this field, they are driven by the feeling that despite the breathtaking pace of recent technical and commercial advancement, games have remained creatively stunted. On the one hand, there is a sense of boundless potential, the much-dis-cussed possibility that games could succeed film as the defining form of popular culture for the new century. On the other hand, there is the reality of the game store-endless racks of adolescent power fantasies, witless cartoon characters, and literal-minded sports simulations.

To get a feeling for the sense of potential that fuels this impatience, consider the vast kinds of experiences games can produce-complex networks of desire and pleasure, anxiety and release, wonder and knowledge. Games can inspire the loftiest form of cerebral cognition and engage the most primal physical response, often simultaneously. Games can be pure formal abstractions or wield the richest possible representational techniques. Games are capable of addressing the most profound themes of human existence in a manner unlike any other form of com-munication-open-ended, procedural, collaborative; they can be infinitely detailed, richly rendered, and yet always responsive to the choices and actions of the player.

But where are the games that explore these diverse possibilities? Instead of the rich spectrum of pleasures games are capable of providing, we seem cursed to suffer an embarrassment of variations on the all-too familiar pleasures of running and jumping, of Hide and Go Seek and Tag, of Easter egg hunts and Cops and Robbers. And what happened to the explosion of formal experimentation during the early days of computer games? For a while it seemed that every other title was a fresh attempt to answer the question "What can you do with a computer?" Compare that with the current crop of computer games, the majority of which seem to be addressing the question "What can you do while controlling an avatar that is moving through a simulated three-dimensional space?"

This, then, is what is at stake: a vast discrepancy between the radical possibilities contained in the medium and the conservative reality of mainstream game development. And this is the way in which Rules of Play is more than a conceptual analysis of what games do; it is also an examination of what they can do, and by extension what they should do.

One of the implications of Rules of Play's approach to its subject is that the proper way to understand games is from an aesthetic perspective, in the same way that we address fields such as architecture, literature, or film. This should not be confused with the domain of visual aesthetics, which is simply one facet of a game's creative content. Like film, which uses dramatic storytelling, visual composition, sound design, and the complex dynamic organizational process of editing in the construction of a single work, the field of game design has its own unique aesthetic.

As laid out in the following pages, the real domain of game design is the aesthetics of interactive systems. Even before computers existed, creating games meant designing dynamic systems for players to inhabit. Every game, from Rock-Paper-Scissors to The Sims and beyond is a space of possibility that the players explore. Defining this space is the collaborative work of the game design process.

Rules of Play is perhaps the first serious attempt to lay out an aesthetic approach to the design of interactive systems. At the dawn of the twenty-first century, interactive systems surround us not just as the material reality of our lives but also as a key conceptual model for understanding the world and our place in it, just as mechanical systems did for the Victorians. This is one reason that the importance of this book's project should not be underestimated.

There is a reasonable oppositional perspective to the one I have imputed to the authors of Rules of Play. It goes something like this: all of this talk about aesthetics smacks of pretension and self-aggrandizement. Games are recreation, their purpose is to amuse us, and we shouldn't expected them to achieve profound levels of creative expression or relentlessly push creative boundaries. They are simply entertainment.

There isn't much that you can say to this argument except to point out that pop culture has a surprising way of moving back and forth between the trivial and the profound. One person's harmless waste of time might be another's bid for tran-scendence-and games are certainly one of the best examples of how entertainment can be far from simple. In any event, the argument itself molds the subject of this debate. If enough people believe that games are meant to be mindless fun, then this is what they will become. If enough people believe that games are capable of greater things, then they will inevitably evolve and advance.

We know that games are getting very big, very fast. But it is too early to tell exactly what direction their evolution will take. At this stage the entire field has the unpredictable energy of something enormous, balanced on one thin edge, still vulnerable to the effects of even a slight pressure. Under the guise of examining this curious object, the authors of Rules of Play are giving it an energetic shove.

Of course, if you are holding this book then you also have a hand in it yourself.

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转载于:http://blog.itpub.net/1541/viewspace-903852/

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Foreword Preface Chapter 1 - What Is This Book About? Chapter 2 - The Design Process Unit 1 - Core Concepts Chapter 3 - Meaningful Play Chapter 4 - Design Chapter 5 - Systems Chapter 6 - Interactivity Chapter 7 - Defining Games Chapter 8 - Defining Digital Games Chapter 9 - The Magic Circle Chapter 10 - The Primary Schemas Commissioned Game 1 — Richard Garfield Unit 2 - Rules Chapter 11 - Defining Rules Chapter 12 - Rules on Three Levels Chapter 13 - The Rules of Digital Games Chapter 14 - Games as Emergent Systems Chapter 15 - Games as Systems of Uncertainty Chapter 16 - Games as Information Theory Systems Chapter 17 - Games as Systems of Information Chapter 18 - Games as Cybernetic Systems Chapter 19 - Games as Game Theory Systems Chapter 20 - Games as Systems of Conflict Chapter 21 - Breaking the Rules Commissioned Game 2 — Ironclad Unit 3 - Play Chapter 22 - Defining Play Chapter 23 - Games as the Play of Experience Chapter 24 - Games as the Play of Pleasure Chapter 25 - Games as the Play of Meaning Chapter 26 - Games as Narrative Play Chapter 27 - Games as the Play of Simulation Chapter 28 - Games as Social Play Commissioned Game 3 — Sneak Unit 4 - Culture Chapter 29 - Defining Culture Chapter 30 - Games as Cultural Rhetoric Chapter 31 - Games as Open Culture Chapter 32 - Games as Cultural Resistance Chapter 33 - Games as Cultural Environment Commissioned Game 4 — Caribbean Star Bibliography List of Games Cited Index List of Figures List of Tables List of Sidebars
完整版:https://download.csdn.net/download/qq_27595745/89522468 【课程大纲】 1-1 什么是java 1-2 认识java语言 1-3 java平台的体系结构 1-4 java SE环境安装和配置 2-1 java程序简介 2-2 计算机中的程序 2-3 java程序 2-4 java类库组织结构和文档 2-5 java虚拟机简介 2-6 java的垃圾回收器 2-7 java上机练习 3-1 java语言基础入门 3-2 数据的分类 3-3 标识符、关键字和常量 3-4 运算符 3-5 表达式 3-6 顺序结构和选择结构 3-7 循环语句 3-8 跳转语句 3-9 MyEclipse工具介绍 3-10 java基础知识章节练习 4-1 一维数组 4-2 数组应用 4-3 多维数组 4-4 排序算法 4-5 增强for循环 4-6 数组和排序算法章节练习 5-0 抽象和封装 5-1 面向过程的设计思想 5-2 面向对象的设计思想 5-3 抽象 5-4 封装 5-5 属性 5-6 方法的定义 5-7 this关键字 5-8 javaBean 5-9 包 package 5-10 抽象和封装章节练习 6-0 继承和多态 6-1 继承 6-2 object类 6-3 多态 6-4 访问修饰符 6-5 static修饰符 6-6 final修饰符 6-7 abstract修饰符 6-8 接口 6-9 继承和多态 章节练习 7-1 面向对象的分析与设计简介 7-2 对象模型建立 7-3 类之间的关系 7-4 软件的可维护与复用设计原则 7-5 面向对象的设计与分析 章节练习 8-1 内部类与包装器 8-2 对象包装器 8-3 装箱和拆箱 8-4 练习题 9-1 常用类介绍 9-2 StringBuffer和String Builder类 9-3 Rintime类的使用 9-4 日期类简介 9-5 java程序国际化的实现 9-6 Random类和Math类 9-7 枚举 9-8 练习题 10-1 java异常处理 10-2 认识异常 10-3 使用try和catch捕获异常 10-4 使用throw和throws引发异常 10-5 finally关键字 10-6 getMessage和printStackTrace方法 10-7 异常分类 10-8 自定义异常类 10-9 练习题 11-1 Java集合框架和泛型机制 11-2 Collection接口 11-3 Set接口实现类 11-4 List接口实现类 11-5 Map接口 11-6 Collections类 11-7 泛型概述 11-8 练习题 12-1 多线程 12-2 线程的生命周期 12-3 线程的调度和优先级 12-4 线程的同步 12-5 集合类的同步问题 12-6 用Timer类调度任务 12-7 练习题 13-1 Java IO 13-2 Java IO原理 13-3 流类的结构 13-4 文件流 13-5 缓冲流 13-6 转换流 13-7 数据流 13-8 打印流 13-9 对象流 13-10 随机存取文件流 13-11 zip文件流 13-12 练习题 14-1 图形用户界面设计 14-2 事件处理机制 14-3 AWT常用组件 14-4 swing简介 14-5 可视化开发swing组件 14-6 声音的播放和处理 14-7 2D图形的绘制 14-8 练习题 15-1 反射 15-2 使用Java反射机制 15-3 反射与动态代理 15-4 练习题 16-1 Java标注 16-2 JDK内置的基本标注类型 16-3 自定义标注类型 16-4 对标注进行标注 16-5 利用反射获取标注信息 16-6 练习题 17-1 顶目实战1-单机版五子棋游戏 17-2 总体设计 17-3 代码实现 17-4 程序的运行与发布 17-5 手动生成可执行JAR文件 17-6 练习题 18-1 Java数据库编程 18-2 JDBC类和接口 18-3 JDBC操作SQL 18-4 JDBC基本示例 18-5 JDBC应用示例 18-6 练习题 19-1 。。。
完整版:https://download.csdn.net/download/qq_27595745/89522468 【课程大纲】 1-1 什么是java 1-2 认识java语言 1-3 java平台的体系结构 1-4 java SE环境安装和配置 2-1 java程序简介 2-2 计算机中的程序 2-3 java程序 2-4 java类库组织结构和文档 2-5 java虚拟机简介 2-6 java的垃圾回收器 2-7 java上机练习 3-1 java语言基础入门 3-2 数据的分类 3-3 标识符、关键字和常量 3-4 运算符 3-5 表达式 3-6 顺序结构和选择结构 3-7 循环语句 3-8 跳转语句 3-9 MyEclipse工具介绍 3-10 java基础知识章节练习 4-1 一维数组 4-2 数组应用 4-3 多维数组 4-4 排序算法 4-5 增强for循环 4-6 数组和排序算法章节练习 5-0 抽象和封装 5-1 面向过程的设计思想 5-2 面向对象的设计思想 5-3 抽象 5-4 封装 5-5 属性 5-6 方法的定义 5-7 this关键字 5-8 javaBean 5-9 包 package 5-10 抽象和封装章节练习 6-0 继承和多态 6-1 继承 6-2 object类 6-3 多态 6-4 访问修饰符 6-5 static修饰符 6-6 final修饰符 6-7 abstract修饰符 6-8 接口 6-9 继承和多态 章节练习 7-1 面向对象的分析与设计简介 7-2 对象模型建立 7-3 类之间的关系 7-4 软件的可维护与复用设计原则 7-5 面向对象的设计与分析 章节练习 8-1 内部类与包装器 8-2 对象包装器 8-3 装箱和拆箱 8-4 练习题 9-1 常用类介绍 9-2 StringBuffer和String Builder类 9-3 Rintime类的使用 9-4 日期类简介 9-5 java程序国际化的实现 9-6 Random类和Math类 9-7 枚举 9-8 练习题 10-1 java异常处理 10-2 认识异常 10-3 使用try和catch捕获异常 10-4 使用throw和throws引发异常 10-5 finally关键字 10-6 getMessage和printStackTrace方法 10-7 异常分类 10-8 自定义异常类 10-9 练习题 11-1 Java集合框架和泛型机制 11-2 Collection接口 11-3 Set接口实现类 11-4 List接口实现类 11-5 Map接口 11-6 Collections类 11-7 泛型概述 11-8 练习题 12-1 多线程 12-2 线程的生命周期 12-3 线程的调度和优先级 12-4 线程的同步 12-5 集合类的同步问题 12-6 用Timer类调度任务 12-7 练习题 13-1 Java IO 13-2 Java IO原理 13-3 流类的结构 13-4 文件流 13-5 缓冲流 13-6 转换流 13-7 数据流 13-8 打印流 13-9 对象流 13-10 随机存取文件流 13-11 zip文件流 13-12 练习题 14-1 图形用户界面设计 14-2 事件处理机制 14-3 AWT常用组件 14-4 swing简介 14-5 可视化开发swing组件 14-6 声音的播放和处理 14-7 2D图形的绘制 14-8 练习题 15-1 反射 15-2 使用Java反射机制 15-3 反射与动态代理 15-4 练习题 16-1 Java标注 16-2 JDK内置的基本标注类型 16-3 自定义标注类型 16-4 对标注进行标注 16-5 利用反射获取标注信息 16-6 练习题 17-1 顶目实战1-单机版五子棋游戏 17-2 总体设计 17-3 代码实现 17-4 程序的运行与发布 17-5 手动生成可执行JAR文件 17-6 练习题 18-1 Java数据库编程 18-2 JDBC类和接口 18-3 JDBC操作SQL 18-4 JDBC基本示例 18-5 JDBC应用示例 18-6 练习题 19-1 。。。
完整版:https://download.csdn.net/download/qq_27595745/89522468 【课程大纲】 1-1 什么是java 1-2 认识java语言 1-3 java平台的体系结构 1-4 java SE环境安装和配置 2-1 java程序简介 2-2 计算机中的程序 2-3 java程序 2-4 java类库组织结构和文档 2-5 java虚拟机简介 2-6 java的垃圾回收器 2-7 java上机练习 3-1 java语言基础入门 3-2 数据的分类 3-3 标识符、关键字和常量 3-4 运算符 3-5 表达式 3-6 顺序结构和选择结构 3-7 循环语句 3-8 跳转语句 3-9 MyEclipse工具介绍 3-10 java基础知识章节练习 4-1 一维数组 4-2 数组应用 4-3 多维数组 4-4 排序算法 4-5 增强for循环 4-6 数组和排序算法章节练习 5-0 抽象和封装 5-1 面向过程的设计思想 5-2 面向对象的设计思想 5-3 抽象 5-4 封装 5-5 属性 5-6 方法的定义 5-7 this关键字 5-8 javaBean 5-9 包 package 5-10 抽象和封装章节练习 6-0 继承和多态 6-1 继承 6-2 object类 6-3 多态 6-4 访问修饰符 6-5 static修饰符 6-6 final修饰符 6-7 abstract修饰符 6-8 接口 6-9 继承和多态 章节练习 7-1 面向对象的分析与设计简介 7-2 对象模型建立 7-3 类之间的关系 7-4 软件的可维护与复用设计原则 7-5 面向对象的设计与分析 章节练习 8-1 内部类与包装器 8-2 对象包装器 8-3 装箱和拆箱 8-4 练习题 9-1 常用类介绍 9-2 StringBuffer和String Builder类 9-3 Rintime类的使用 9-4 日期类简介 9-5 java程序国际化的实现 9-6 Random类和Math类 9-7 枚举 9-8 练习题 10-1 java异常处理 10-2 认识异常 10-3 使用try和catch捕获异常 10-4 使用throw和throws引发异常 10-5 finally关键字 10-6 getMessage和printStackTrace方法 10-7 异常分类 10-8 自定义异常类 10-9 练习题 11-1 Java集合框架和泛型机制 11-2 Collection接口 11-3 Set接口实现类 11-4 List接口实现类 11-5 Map接口 11-6 Collections类 11-7 泛型概述 11-8 练习题 12-1 多线程 12-2 线程的生命周期 12-3 线程的调度和优先级 12-4 线程的同步 12-5 集合类的同步问题 12-6 用Timer类调度任务 12-7 练习题 13-1 Java IO 13-2 Java IO原理 13-3 流类的结构 13-4 文件流 13-5 缓冲流 13-6 转换流 13-7 数据流 13-8 打印流 13-9 对象流 13-10 随机存取文件流 13-11 zip文件流 13-12 练习题 14-1 图形用户界面设计 14-2 事件处理机制 14-3 AWT常用组件 14-4 swing简介 14-5 可视化开发swing组件 14-6 声音的播放和处理 14-7 2D图形的绘制 14-8 练习题 15-1 反射 15-2 使用Java反射机制 15-3 反射与动态代理 15-4 练习题 16-1 Java标注 16-2 JDK内置的基本标注类型 16-3 自定义标注类型 16-4 对标注进行标注 16-5 利用反射获取标注信息 16-6 练习题 17-1 顶目实战1-单机版五子棋游戏 17-2 总体设计 17-3 代码实现 17-4 程序的运行与发布 17-5 手动生成可执行JAR文件 17-6 练习题 18-1 Java数据库编程 18-2 JDBC类和接口 18-3 JDBC操作SQL 18-4 JDBC基本示例 18-5 JDBC应用示例 18-6 练习题 19-1 。。。
分数阶控制系统是一种新兴的控制理论,它将整数阶微积分应用到控制系统中。与传统的整数阶控制系统不同,分数阶控制系统使用分数阶微积分来描述系统的动态行为。这种方法可以更加准确地描述非线性和非稳态控制系统,并具有更大的灵活性和适应性。 分数阶控制系统的核心是分数阶微积分方程。分数阶微积分方程是一种广义的微积分形式,可以描述非整数阶导数和积分的运算。在分数阶控制系统中,这种方程被用来建立系统的数学模型,并通过对模型进行分析和优化来设计控制器。 分数阶控制系统的数值实现是指将分数阶微积分方程转化为计算机可以处理的数值算法。由于分数阶微积分方程具有复杂的数学性质,对其进行数值计算是一项具有挑战性的任务。研究者们开发了各种各样的数值方法来解决这个问题,例如基于差分法、基于插值法、基于小波变换等方法。 分数阶控制系统的数值实现有许多应用领域。例如,在电力系统中,分数阶控制系统可以用来提高电网的稳定性和可靠性。在机器人控制中,分数阶控制系统可以用来改善机器人的运动控制和路径规划能力。在化学过程控制中,分数阶控制系统可以用来优化化学反应的速率和选择性。这些应用都需要将分数阶控制系统的理论转化为实际可行的数值算法,并在实际系统中进行验证和应用。 总之,分数阶控制系统是一种具有广泛应用前景的新兴控制理论。通过理解和研究分数阶控制系统的基础知识和数值实现方法,我们可以更好地理解和设计复杂的控制系统,并将其应用于实际问题中。

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