游戏中的力量:电子游戏制作的商业和文化

Robin Potanin
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引用次数: 16

摘要

本文是对电子游戏制作业务、行业个性、开发实践和市场影响的文化分析。这篇文章批判了游戏设计的“我”方法论及其对游戏内容的影响,尤其是角色塑造。本文分析了2004- 2009年美国发行商和市场对澳大利亚游戏开发的影响。本文回顾了相关研究和文献的结果,并补充了一些轶事报道,以构建电子游戏制作中当前力量的图景。虽然玩游戏可能很有趣,但制作游戏却并不有趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Forces in play: the business and culture of videogame production
This paper is a cultural analysis of the business of videogame production, the industry's personalities, its development practices and market influences. It is a critique of the 'I' methodology of game design and its influence on game content, especially characterization. It provides insight into the impact of US publishers and markets on Australian game development 2004--2009. Results of related studies and literature are reviewed and supplemented with anecdotal reports to construct a picture of the current forces in play in videogame production. While it may be fun to play games, it is often far from fun to make them.
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