game design原理系列学习笔记(一)

本文是关于游戏设计原理的学习笔记,探讨了对称游戏与非对称游戏的区别,例如国际象棋和马里奥赛车;万能牌的概念,如扑克牌中的鬼牌和《炉石传说》的无面复制者,以及它们如何增加游戏复杂性和不确定性;最后介绍了巴特尔的玩家分类理论,包括成就型、探险型、社交型和杀手型玩家,并举例说明各类玩家的行为特征。
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想了好久决定以这种方式来督促自己学习一下


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原理一共100条

目标一天2-3条多则4-5条

互相原理之间可能有相互联系

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1. 对称游戏

symmetric gameplay是最常见的一种游戏方式

顾名思义双方会在完全相同的游戏体验的条件下进行游戏

这种游戏方式很常见,相同的因为绝对对称的关系缺少相应的变化性以及游戏性


但是注意的是,相同的游戏体验并不代表绝对公平

就像国际象棋,他是属于symmetric gameplay的一种

但是实际上并不是绝对对等的游戏条件,因为有人需要先行走棋,有人需要后走


然后马里奥赛车属于比较矛盾的一个例子

他既是对称游戏也是非对称游戏

因为一局游戏里所有的玩家都会看到相同的场景地图以及所有人的进展状况

但是同时每一个玩家的主窗口又是以自己为中心

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"Preproduction Blueprint" is a complete system for planning your game environments and level designs. This could be for a playable level or a game environment exploration to show off in a portfolio. Planning process is called pre-production and what you end up with is a "Preproduction Blueprint". It is an essential step to finishing your projects. Unfortunately, planning tends to be a rushed part of the process or completely ignored. Creating a game environment or a level design is very similar. Once you have an idea you have to go through the steps of: Knowing what you are going to create How the game environment is going to look How the level will play Location, theme and setting of your game environment or level design Creating a top-down layout Defining and designing objectives, obstacles and scripted events Knowing your project purpose Collecting photo reference Creating a story Visual development Creating to do lists, a plan of action Rushing into a level design or game environment without planning will most likely result in unfinished project. All you need is a solid plan of what your environment is going to look and play like prior to creating it. "Preproduction Blueprint" is the planning system and workbook. These are the same steps I use to design environments and levels. It took me years to figure out and to refine so you don’t have to. I laid everything out for you to use in a step-by-step process. After going through the book, you’ll be able to close your eyes and walk through the environment. The level will be finished in your mind. The next step will be to open up a level editor and begin construction. Table of Contents Inner Cover Legal: Copyright, Trademarks, Disclaimers Acknowledgements Table of Content: The Secret Behind Preproduction Blueprint 11 Step Planning Overview How to Follow “Preproduction Blueprint” Playable Level or Stand-Alone Game Environment Step 1: Ideas Step 2: Setting, Location and Theme Step 3: Project Purpose Step 4: Feat
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