Towards minimalist game design

Andy Nealen, Adam P. Saltsman, Eddy Boxerman
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引用次数: 24

Abstract

In this paper, we describe a design methodology that we have termed Minimalist Game Design. Minimalist games have small rulesets, narrow decision spaces, and abstract audiovisual representations, yet they do not compromise on depth of play or possibility space. We begin with a motivation for and definition of minimalist games, including terms such as "rules," "mechanics," "control," and "interface," and illustrate the importance of artificial design constraints. Using a number of examples, we show the strengths of minimalist game elements in systems, controls, visuals, and audio. Adhering to these constraints, these games feature a small set of mechanics and one core mechanic, while still being sufficiently deep and allowing for player exploration and performance. This depth comes from procedural methods, combinatorial complexity, probability, obfuscation, challenge, or any combination thereof. Our methodology embraces principles of holistic design, where there is no "filler," and where every element of the game contributes to the play experience in some meaningful, deliberate way.
走向极简主义游戏设计
在本文中,我们将描述一种我们称之为极简主义游戏设计的设计方法。极简主义游戏拥有较小的规则集、狭窄的决策空间和抽象的视听表现形式,但它们不会影响游戏深度或可能性空间。我们从极简主义游戏的动机和定义开始,包括“规则”、“机制”、“控制”和“界面”等术语,并说明人工设计约束的重要性。通过一些例子,我们展示了极简主义游戏元素在系统、控制、视觉和音频方面的优势。遵循这些限制,这些游戏突出了一小部分机制和一个核心机制,同时仍然具有足够的深度,允许玩家探索和表现。这种深度来自程序方法、组合复杂性、概率、混淆、挑战或它们的任何组合。我们的方法论包含了整体设计原则,即没有“填充物”,游戏的每个元素都以某种有意义的、深思熟虑的方式为游戏体验做出贡献。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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