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内容简介:
Level Up covers the entire video game creation process Readers
will learn how to develop marketable ideas, learn what perils and
pitfalls await them during a game's pre-production, production and
post-production stages Video games continue to be a growth market,
with sustained growth since 2006 despite the economic downturn.
2008 was a record year for game sales. Expert author Scott Rogers
is a veteran of the industry and has designed hits including God of
War, the SpongeBob Squarepants game series, and the venerable Pac
Man World. His recent talks at Game Developer Expo was featured on
sites including BoingBoing, Digg, and Slashdot. Demand for game
designers and developers has tripled since 2006 (indeed.com) It has
a unique approach with Scott's tongue in cheek style, and "more
practice, less theory" approach will appeal to today's readers who
want to get started quickly.
书籍目录:
Foreword by Danny Bilson. About the Author. Press Start!
Acknowledgments: Everything I Learned about Writing a Book. Level 1
Welcome, N00bs! A Brief History of Video Games. Game Genres. Who
Makes this Stuff? Programmer. Artist. Designer. Producer. Tester.
Composer. Sound Designer. Writer. Have You Thought about
Publishing? Product Manager. Creative Manager. Art Director.
Technical Director. And the Rest ... Level 1's Universal Truths and
Clever Ideas. Level 2 Ideas Ideas: Where to Get Them and Where to
Stick Them. What do Gamers Want? Why I Hate "Fun." Brainstorming.
Breaking Writer's Block. Level 2's Universal Truths and Clever
Ideas. Level 3 Writing the Story. The Triangle of Weirdness. Time
to Wrap It Up. Creating Characters. A Few Pointers on Writing for
Kids of All Ages. Writing for Licenses. Level 3's Universal Truths
and Clever Ideas. Level 4 You Can Design a Game, But Can You Do the
Paperwork? Writing the GDD, Step 1: The One-Sheet. ESRB Ratings.
Writing the GDD, Step 2: The Ten-Pager. The Rule of Threes.
Ten-Pager Outline. The Game Design Document (and the Awful Truth
about Writing Them). Gameplay Progression. The Beat Chart. Above
All, Don't Be a Schmuck. Level 4's Universal Truths and Clever
Ideas. Level 5 The Three Cs, Part 1-Character. Personality: Do We
Really Need Another Badass? Let's Get Personal. Finally, We Talk
about Gameplay. Why Walk When You Can Run? The Art of Doing
Nothing. Might as Well Jump. Hoists and Teeters. What Goes Up, Must
Fall Down. Me and My Shadow. The Water's Fine... or Is It? Be Kind
to Our Four-Legged Friends. Using All of the Parts. We Are Not
Alone. Who Are the People in Your Neighborhood? Level 5's Universal
Truths and Clever Ideas. Level 6 The Three Cs, Part 2-Camera. Get
It Right: Camera Views. First Person Camera. Third Person Camera.
Giving Up Control. So You've Decided to Let the Player Control the
Camera. So You've Decided to Not Let the Player Have Control Over
the Camera. So You've Decided to Let the Player Sometimes Have
Control Over the Camera. Two and a Half D. Isometric Camera.
Top-Down Camera. Special Case Cameras. Tunnel Vision. Camera Shot
Guide. Camera Angle Guide. Camera Movement Guide. Other Camera
Notes. Always Point the Camera to the Objective. Never Let the
Character Get Out of the Camera's Sight. Multiple Player Cameras.
Level 6's Universal Truths and Clever Ideas. Level 7 The Three Cs,
Part 3-Controls. Dance, Monkey, Dance. Character or Camera
Relative? Shake, Rattle and Roll. Level 7's Universal Truths and
Clever Ideas. Level 8 Sign Language-HUD and Icon Design. Health
Bar. Targeting. Ammo Gauge. Inventory. Score. Radar/Map.
Context-Sensitive Prompt. The Clean Screen. Icon Has Cheezburger?
Don't Get QTE. HUDs, and Where to Stick 'Em. There Are Other
Screens Than the HUD. The Pause that Refreshes. A Final Word on
Fonts. Level 8's Universal Truths and Clever Ideas. Level 9
Everything I Learned about Level Design, I Learned from Level 9.
The Top 10 Cliche Video Game Themes. The Name Game. Everything I
Learned about Level Design, I Learned from Disneyland. The Beat
Chart. Re-using Re-use. The Gary Gygax Memorial Mapping Section.
The Dave Arnenson Memorial Mapping Section. Wrapping Up Mapping.
Illusional Narrative. Gray Matters. Leave the Training Level for
Last. Level 9's Universal Truths and Clever Ideas. Level 10 The
Elements of Combat. 400 Quatloos on the Newcomer! Now You have to
Kiss Me. On Moving. On Guarding. State of the Art Bang Bang. The
Best Gun for You. Run and Gun. Not Just Shooting. Dammit Jones,
Where Doesn't It Hurt? Death: What is It Good For? Level 10's
Universal Truths and Clever Ideas. Level 11 They All Want You Dead.
Bring on the Bad Guys. I Love Designing Enemies. I Hate You to
Pieces. Non-Enemy Enemies. How to Create the World's Greatest Boss
Battle. Who's the Boss? Size Matters. Location, Location, Location.
Why Not to Create the World's Greatest Boss Battle. Level 11's
Universal Truths and Clever Ideas. Level 12 The Nuts and Bolts of
Mechanics. Holy Death Trap! Time to Die. The Music of Mechanics. A
Nice Little Calm Spot. Riddle Me This. A Short Word on Minigames
and Microgames. Level 12's Universal Truths and Clever Ideas. Level
13 Now You're Playing with Power. "Love Thy Player". More Wealth
Than You Can Imagine! Level 13's Universal Truths and Clever Ideas.
Level 14 Multiplayer-the More the Merrier. How Many is the Right
Number? MMORPGS, or Hell is Other People. Level 14's Universal
Truths and Clever Ideas. Level 15 Some Notes on Music. Sounds Like
a Game to Me. Level 15's Universal Truths and Clever Ideas. Level
16 Cutscenes, or No One's Gonna Watch 'Em Anyway. How to Write a
Screenplay in Eight Easy Steps. Level 16's Universal Truths and
Clever Ideas. Level 17 And Now the Hard Part. No One Cares about
Your Stupid Little World. Video Games is a Haaaard Business. What
to Do for an Encore? Level 17's Universal Truths and Clever Ideas.
Continue? Bonus Level 1: The One-Sheet Sample. Bonus Level 2: The
Ten-Page Design Document Sample. Bonus Level 3: Game Design
Document Template. Bonus Level 4: The Medium-Sized List of Story
Themes. Bonus Level 5: The Big List of Environments. Bonus Level 6:
Mechanics and Hazards. Bonus Level 7: Enemy Design Template. Bonus
Level 8: Boss Design Template. Bonus Level 9: High Concept Pitch
Presentation. Achievement Unlocked: Exactly Like Making Chili.
Index.
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原文赏析:
1.读些你平时不会读的东西。
有次我参加了一个研讨会,著名游戏设计师威尔·莱特( Will Wright)当时也在场。莱特先生说,他从日式园艺、建筑结构设计以及生物学里面汲取灵感。我当时回应说,那很了不起,因为你很热衷于日式园艺、建筑结构设计和生物学,但是那些喜欢动画、科幻电影和电子游戏的“普通人”怎么办呢?说实话,当我问出这个问题的时候我就意识到自己知道答案了
有些游戏玩起来都差不多,原因之一就是太多游戏开发人员都喜欢类似的东西了。喜欢游戏、动画和电影当然没错,但是当所有游戏人都从这几类东西里面获取灵感的时候,游戏就会越来越像。一部大片上映以后,类似主题的游戏就会开始不断冒出来。当一款游戏广受好评时,它的游戏模式就会出现在其他游戏里。游戏就这样渐渐变得雷同了。有些时候你会看到相似的游戏以神一样的同步率面世。花点时间拓宽你的知识面,一点点时间也行。不用像要拿学位一样严肃,只要随手翻两本杂志,在图书馆里泡一个下午或者在网上研究一下新玩意,怎么都行。换句话说,别老看那些破玩意,多试试别的东西吧,游戏迷们!
威尔·莱特,《模拟人生》的创作者和设计师,可以算是游戏界最聪明的人之一。他的天才之处体现在,他的整个职业生涯都把精力灌注在同一个创意的各种演化上。他的作品有《模拟城市入〈模拟蚂蚊入〈模拟地球入〈模拟城市2000《模拟人生》以及《孢子),展示了从一个简单的创意(模拟世界的构建)到制作星系规模游戏的自然演变。像他这样能够把自己的创意自始至终贯穿在多年设计中的待遇,是一种让所有其他游戏设计师都心慕手的奢侈。
〈意识世界》和〈野兽传奇》的设计者蒂姆·谢菲尔( Tim Schaefer)说,所有好的游戏角色都能让玩家美梦成真。他们让玩家有机会实现在现实世界中无法达成的理想。一般来说,我觉得这一点对游戏也是一样。游戏应该能让玩家感觉到自己拥有在现实中所没有的特点和能力,比如强悍、聪敏、阴险、成功、富有、邪恶,或者成为英雄。
在生产三角里(时间、质量、成本),你可以选任意两个角;而剧情三角(角色,世界,事件)不一样,三个角里面你只能突出一个,任何多选组合都有可能让玩家觉得不爽。
说到惊喜,现在好莱坞一直在朝着我坚决反对的方向发展——太过出人意料的结局。虽然有惊喜是件好事,但我觉得结局在很大程度上应该是可预测的。记得我前面说的游戏是让玩家美梦成真的吗?大家都喜欢好人打败坏蛋,这也是亘古不变的道理。打个比方吧,上世纪80年代的《007》。那时候我还比较小,非常喜欢到电影院里看类似的片子。其实在我看《007》之前,我就知道邦德肯定会开着一辆拉风的跑车,用一些超酷的武器装备来挫败坏蛋的阴谋,拯救世界,最后和邦女郎仙侣成双。既然我都知道了,为什么还费劲跑去看电影呢?对我来说,看点是电影里那些曲折情节。我知道谁为了什么原因,做了些什么事,但我就是想知道他是怎么办到的。准确地预测接下来的剧情是很让人开心的,玩家会觉得自己很聪明,就好像是他们靠自己的努力赢得了选举,或是像独立解开了未知之谜一样。而且,生活本身就充满了不确定性,为什么不让大家在游戏里开开心心地往自己预期的方向前进呢?总之,我的意思就是在给游戏写故事的时候不要太耍小聪明,让玩家尽兴比较重要。
角色的死亡应该对玩家要有所触动,特别是当死的不是主角时。你上一次为游戏角色死掉而落泪是什么时侯?不要说是你不小心删掉存档的时侯。角色死了,你之所以难过,是你在乎这个角色,剧作者们经常忘记这一点。
其它内容:
书籍介绍
Level Up covers the entire video game creation process Readers will learn how to develop marketable ideas, learn what perils and pitfalls await them during a game's pre-production, production and post-production stages Video games continue to be a growth market, with sustained growth since 2006 despite the economic downturn. 2008 was a record year for game sales. Expert author Scott Rogers is a veteran of the industry and has designed hits including God of War, the SpongeBob Squarepants game series, and the venerable Pac Man World. His recent talks at Game Developer Expo was featured on sites including BoingBoing, Digg, and Slashdot. Demand for game designers and developers has tripled since 2006 (indeed.com) It has a unique approach with Scott's tongue in cheek style, and "more practice, less theory" approach will appeal to today's readers who want to get started quickly.
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