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网络上关于游戏设计的文章浩如烟海,就我个人的收集(肯定不敢说大海淘尽),光浏览过的PDF、DOC、PPT文件就已经有上百之多。鉴于英文资料的阅读不便,下面作一简要导读。(系列文章,如设计笔记、blog等不予收录,因为太多,我也没怎么看)
在文前先给出一个已有的教程:
http://www.alanemrich.com/PGD/Week_01/PGD_Week01.htm,共11周教程,列出了很多推荐阅读,其部分文章本文也有列出。
1.介绍游戏概念以及游戏特征
Crawford. The Art of Computer Game Design. Chapter 1 and 2.
http://www.mindsim.com/MindSim/Corporate/artCGD.pdf
Costikyan. I Have No Words and I Must Design.
http://www.costik.com/nowords.pdf
From Casual to Core: A Statistical Mechanism for Stydying Games
Dedication. What differs hard-core gamers from casual gamers? Ip &
Adams.
http://www.gamasutra.com/features/20020605/ip_01.htm
Langdon. What is a Game?.
http://www.polymath-systems.com/games/whatgame.html
2. 游戏历史、分类、法规
Crawford. The Art of Computer Game Design. Chapter 3.
http://www.mindsim.com/MindSim/Corporate/artCGD.pdf
Bateman. Originality & Chreodes. About the evolution of game genres.
http://www.igda.org/articles/cbateman_evolution.php
3.游戏可玩性、认识论、界面等
It's All in Your Mind: Visual Psychology and Perception in Game Design.
Duvalll.
http://www.gamasutra.com/features/20010309/duvall_01.htm
A Brief Timeline of Video Game Music
http://gamespot.com/gamespot/features/video/vg_music/index.html
3D Sound in Games.
http://www.jakeworld.org/Articles/3D%20Sound%20in%20Games.htm
About sound and music in film and games.
http://www.gamasutra.com/features/20030204/boyd_01.shtml
http://www.gamasutra.com/features/sound_and_music/111497/audio_tips_05.htm
4. 游戏交互与过程
Crawford. The Art of Interctive Design. 2003. No Starch Press.
Rouse. Chapter 7: The Elements of Gameplay.
http://www.gamasutra.com/features/20010627/rouse_01.htm
Adams. Bad Game Desinger, No Twinke!
http://www.gamasutra.com/features/designers_notebook/19980313.htm
Adams. Bad Game Desinger, No Twinke! II.
http://www.gamasutra.com/features/designers_notebook/20000331/
Adams. Bad Game Desinger, No Twinke! III.
http://www.gamasutra.com/features/20020208/adams_01.htm
Adams. Bad Game Desinger, No Twinke! IV.
http://www.gamasutra.com/features/20030523/adams_01.sthml
Adams. A Letter from a Dungeon.
http://www.gamasutra.com/features/designers_notebook/20000126.htm
In the Zone. About flow.
http://www.bbcworld.com/content/clickonline_archive_30_2002.asp?pageid=666&co_pageid=3
About Mihaly Csikszentmihalyi.
http://www.brainchannels.com/thinker/mihaly.html
Hopson. Behavioral Game Design. Social and psychological aspects of
game design.
http://www.gamasutra.com/features/20010427/hopson_01.htm
The Psychology of Choice
http://www.gamasutra.com/features/20020204/hopson_01.htm
Costikyan. Don't be a Vidiot: What Computer Game Designers Can Learn
Fron Non-Electronic Games.
http://www.costik.com/vidiot.html
Wiggins. Designing Computer Games.
http://www.gamespp.com/gameprogramming/designingComputerGames.html
Adams. Balancing Games with Positive Feedback.
http://www.gamasutra.com/features/20020104/adams_01.htm
Carpenter. Applying Risk Analysis to Play-Balance RPGsGame balancing.
http://www.gamasutra.com/features/20030611.carpenter_01.shtml
Warne. Three Inspirations for Creative Level Designing.
http://www.gamasutra.com/resource_guide/20010716/warne_01.htm
Jenkins. Game Design as Narrative Architecture. About game spaces.
http://web.mit.edu/21fms/www/faculty/henry3/games&narrative.html
Mihaly. Constructive Politics in a Massivley Multiplayer Online Roleplaying Game.
http://www.gamasutra.com/features/20000309/mihaly_01.htm
Sellers. Creating Effective Groups and Group Roles in MMP Games.
http://www.gamasutra.com/resource_guide/20020916/sellers_01.htm
Merrill. Violence in Video Games.
http://www.gamedev.net/reference/design/features/violence1/
Gender and the Art of Designing Interactive Media
http://www.cpandfriends.com/writing/digital-illusion.html
5.游戏开发的市场相关
Crawford. The Art of Computer Game Design. Chapter 4 and 5.
http://www.mindsim.com/MindSim/Corporate/artCGD.pdf
From a game programmer´s diary - a sad but alarming example of
what can happen without good project management Ahearn. Budgeting and Scheduling Your Game.
http://www.gamasutra.com/features/20010504/ahearn_01.htm
From Casual to Core: A Statistical Mechanism for Stydying Games
Dedication. What differs hard-core gamers from casual gamers?Ip & dams.
http://www.gamasutra.com/features/20020605/ip_01.htm
Exploring the Business Side of Making Games
http://www.gamasutra.com/features/20010907/davies_01.htm
Testning.
http://www.gamasutra.com/features/production/070797/playtest.htm
Mulligan and Patrovsky. Managing an online post-launch.
http://www.gamasutra.com/features/20030521/mulligan_01.shtml
Contains templates and examples of design documents.
http://www.gamedev.net/reference/list.asp?categoryid=23
Several real design documents of varying length and quality (including Doom). Also links to student projects.
http://www.ihfsoft.com
Designing Computer Games. About the game design process. Wiggins.
http://www.geocities.com/SiliconValley/2151/design.html
Getting Started in the Game Industry. Howland.
http://rpg.gagames.com/dnd/crpg/start/gh0.html
The Getting Started Guide to Game Development FAQ. Sawyer.
http://www.gamedev.net/reference/articles/article261.asp
Getting Published - Part 1-3. Winters.
http://www.gamasutra.com/features/19990305/winters.htm,
http://www.gamasutra.com/features/19990430/winters.htm and
http://www.gamasutra.com/features/19990723/winters.htm
Seven Misconceptions About Game Agents. Pfeifer.
http://www.gamasutra.com/features/20030618/pfeifer_01.shtml
6.游戏AI
Johnsson. Wild Things. Good intro to game AI.
http://www.wired.com/wired/archive/10.03/aigames.html
Barutcuoglu. Writing Intelligent Games.
http://www.gamespp.com/gameprogramming/writingIntelligentGames.html
Patel. Amit's Game Programming Information.
http://www-cs-students.stanford.edu/~amitp/gameprog.html
Adams. Designing Need-Based AI for Virtual Gorillas.
http://www.gamasutra.com/features/designers_notebook/20001222/adams_01.htm
Tapper. Personality Parameters: Flexibly and Extensibly Providing a Variety of AI Opponents' Behaviors.
http://www.gamasutra.com/features/20031203/tapper_01.shtml
http://www.gamasutra.com/features/19990409/enemies_01.htm
Interesting examples of AI.
http://www.gameai.com/games.html
and
http://www.gameai.com/ai.html
Towards Autonomous, Perceptive, and Intelligent Virtual Actors.
http://www.ifi.unizh.ch/~noser/BIBLIO/thalmannNoser99.pdf
7.游戏文化、道德与媒体
Ethics of Game Design. Takahashi. 2004.
http://www.gamasutra.com/features/20041208/takahashi_01.shtml
Glory and Shame: Powerful Psychology in Multiplayer Online Games. Baron. 1999.
http://www.gamasutra.com/features/19991110/Baron_01.htm
http://www.igda.org/articles/msouthern_culture.php
Politics in Motion. About political systems in computer games. Lundblad & Frank.
http://www.game-research.org
8.游戏研究、学位、与未来发展趋势
Juul. What computer games can and can't do.
http://www.jesperjuul.dk/text/WCGCACD.html
Ryan. Beyond Myth and Metaphor.
http://www.gamestudies.org/0101/ryan
Adams. 2003 IGDA Academic Summit Concluding Summary. About the relationship between business and academia.
http://www.designersnotebook.com/2003
Simpson.
http://www.jakeworld,org/Articles/The%20Military%20and%20Video%20Games.htm
Eskelinen. Towards Computer Game Studies, Part 1: Narratology and Ludology.
http://www.siggraph.org/artdesign/gallery/S01/essays/0416.pdf
Lindley. The Gameplay gestalt, Narrative and Interactive Storytelling.
http://zerogame.tii.se/pdfs/CGDClindley.pdf
Barker. Julian Barker's Ludo-Art Thing. Link collection.
http://www.julianbarker.org/links/academic.htm
http://ludology.org/index.php
http://www.gamestudies.org/
http://www.game-research.com
http://www.digra.org
最后给出的是在浩如烟海的文章中,个人认为有价值(不管价值大或小)的游戏开发文章,按文章的时间顺序排列。所选2002年以前文章基本上都来自gamasutra(其网站上文章数量远大于我所列出部分),谁叫它是最早的专业网站呢。文章太多了,不记得是否和上文有重复,见谅。
1997年
Looking Ahead: 10 Challenges for Designing Online Games and Communities
http://www.gamasutra.com/features/19970601/looking_ahead.htm
Interview with Gary Grigsby
http://www.gamasutra.com/features/19970601/interview_grigsby_panthers.htm
Developing Games For Coin-Op
http://www.gamasutra.com/features/19970619/klayh_01.htm
Collaborating in Game Design
http://www.gamasutra.com/features/19970601/collab_in_game_design.htm
Security in Online Games
http://www.gamasutra.com/features/19970707/security.htm
Internet Game Design
http://www.gamasutra.com/features/19970801/ng.htm
Where We SHOULD Be Going With Online RPGs
http://www.gamasutra.com/features/19970912/online_r.htm
Creating a Great Design Document
http://www.gamasutra.com/features/19970912/design_doc.htm
Discussing Multiplayer Online Games with Digital Arcana's Jeffrey Sullivan
http://www.gamasutra.com/features/19971219/stern_01.htm
1998年
Games for Girls? Eeeeewwww!
http://www.gamasutra.com/features/designers_notebook/19980213.htm
Online Gaming: Why Won't They Come?
http://www.gamasutra.com/features/business_and_legal/19980227/online_gaming_why_intro.htm
Bad Game Designer, No Twinkie!"
http://www.gamasutra.com/features/designers_notebook/19980313.htm
Hiring Game Designers
http://www.gamasutra.com/features/19980320/hiring_designers_01.htm
Implementing God* in the Online World
http://www.gamasutra.com/features/designers_notebook/19980424.htm
Gulliver and Game Design
http://www.gamasutra.com/features/designers_notebook/19980522.htm
Multi-Player Lobbying, Or, Gathering the Team
http://www.gamasutra.com/features/game_design/rules/19980904.htm
Game AI: The State of the Industry
http://www.gamasutra.com/features/19981120/gameai_01.htm
Creating Opponents for Wargames
http://www.gamasutra.com/features/designers_notebook/19981120.htm
How to Get Started in the Game Industry: Part 1
http://www.gamasutra.com/features/designers_notebook/19981211.htm
How to Get Started in the Game Industry: Part 2
http://www.gamasutra.com/features/designers_notebook/19981218.htm
1999年
Remodeling RPGs for the New Millennium (15 Jan 1999)
Article URL: http://www.gamasutra.com/features/19990115/spector_01.htm
Pedersen's Principles on Game Design and Production (05 Mar 1999)
Article URL: http://www.gamasutra.com/features/19990305/pedersen.htm
Shut Up and Design! (09 Apr 1999)
Article URL: http://www.gamasutra.com/features/designers_notebook/19990409.htm
Designing Enemies With Distinct Functions (09 Apr 1999)
Article URL: http://www.gamasutra.com/features/19990409/enemies_01.htm
Beginning Level Design, Part 1: Level Design Theory (16 Apr 1999)
Article URL: http://www.gamasutra.com/features/19990416/level_design_01.htm
Beginning Level Design Part 2: Rules to Design By and Parting Advice (23 Apr 1999)
Article URL: http://www.gamasutra.com/features/19990423/level_design_01.htm
Artificial Emotion: Simulating Mood and Personality (07 May 1999)
Article URL: http://www.gamasutra.com/features/19990507/artificial_emotion_01.htm
Designing Games for Novice Gamers (14 May 1999)
Article URL: http://www.gamasutra.com/features/19990514/nongamers_01.htm
Simplification (16 Jul 1999)
Article URL: http://www.gamasutra.com/features/designers_notebook/19990716.htm
Formal Abstract Design Tools (16 Jul 1999)
Article URL: http://www.gamasutra.com/features/19990716/design_tools_01.htm
Secrets of the Sages: Level Design (23 Jul 1999)
Article URL: http://www.gamasutra.com/features/19990723/levdesign_chapter_01.htm
The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game
Concept and Proposal (19 Oct 1999)
Article URL: http://www.gamasutra.com/features/19991019/ryan_01.htm
Player Character Concepts (08 Nov 1999)
Article URL: http://www.gamasutra.com/features/19991108/smith_01.htm
Learn Faster to Play Better: How to Shorten the Learning Cycle (08 Nov 1999)
Article URL: http://www.gamasutra.com/features/19991108/dalmau_01.htm
Teaching an Old Dog New Bits: How Console Developers are Able to Improve Performance When the Hardware Hasn't Changed (12 Nov 1999)
Article URL: http://www.gamasutra.com/features/19991112/GavinWhite_01.htm
The Cabal: Valve Design Process For Creating Half-Life (10 Dec 1999)
Article URL: http://www.gamasutra.com/features/19991210/birdwell_01.htm
The Anatomy of a Design Document, Part 2: Documentation Guidelines for the Functional and Technical Specifications (17 Dec 1999)
Article URL: http://www.gamasutra.com/features/19991217/ryan_01.htm
Three Problems for Interactive Storytellers (29 Dec 1999)
Article URL: http://www.gamasutra.com/features/designers_notebook/19991229.htm
2000年至2005年 待续……
最后,是成为游戏策划的10个理由,作为结束:
http://www.alanemrich.com/Class/Class_Top10.htm |
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