游戏循环:游戏设计和分析的玩家活动模型

E. Guardiola
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引用次数: 20

摘要

为了描述游戏设计师的任务,有关这一主题的文献通常会提到规则和系统。但游戏设计师工作的主要目标是创造一种特定的体验:游戏玩法。基于文献和各种实践经验模式,本文提供了一种适用于设计和分析的玩法循环的正式描述和方法。这种方法将循环视为玩家在游戏系统中的潜在状态。本文将介绍这一模型在近期行业游戏开发中的应用,以及基于学术目的对现有游戏的分析。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Gameplay Loop: a Player Activity Model for Game Design and Analysis
To describe the task of the game designer, the literature on the subject often refers to rules and systems. But the main objective of the game designer's work is to create a specific kind of experience: gameplay. Based in both literature and diverse modes of practical experience, this article offers a formal delineation and methodology of the gameplay loop that is applicable for both design and analysis. This approach considers this loop as the potentials states of the player in the game system. This article will report use of this model in the development of recent industry games as well as in the analysis of existing titles for academic purposes.
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