以参与为中心的游戏设计

L. Pereira, Rui Craveirinha, Licinio Gomes Roque
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引用次数: 7

摘要

游戏设计活动通常受到游戏构成及其构成元素的预先假设的制约,这可能导致重复设计和过于熟悉的体验。为了支持新一代设计师的教育,让他们离开熟悉物体的舒适区,我们提出了一个包含六个视角的设计画布,以概念化玩家在体验中的参与。对于每个视角,我们都提出了一系列问题,旨在激发关于设计意图、游戏对象和玩家参与的新思路。这些画布经过了三次研究迭代测试,并基于它们在游戏设计学习过程中的影响进行了定性评估。我们发现,画布能够有效地快速吸引没有经验的游戏设计参与者去考虑各种创新的游戏体验,而不是我们所期望的从例子中衍生出的设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Canvas for Participation-Centered Game Design
The Game Design activity is often conditioned by pre-existing assumptions of what constitutes a game and its constituting elements, which can lead to repetitive designs and all too familiar experiences. In trying to support the education of a new generation of designers so as to leave the comfort zone of familiar objects, we proposed a design canvas with six perspectives for which to conceptualize player participation in the experience. For each perspective, we proposed a set of questions designed to prompt new lines of thought regarding design intent, game object, and player participation. The canvases were tested throughout three research iterations and improved based on qualitative evaluations of their influence in game design learning processes. The canvas was generally found to be effective at quickly pulling inexperienced game design participants to consider a variety of innovative play experiences, beyond what we would expect from derivative design from examples.
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