Gameworld Interfaces (MIT Press)
暫譯: 遊戲世界介面 (麻省理工學院出版社)
Kristine Jørgensen
- 出版商: MIT
- 出版日期: 2013-12-20
- 售價: $700
- 貴賓價: 9.5 折 $665
- 語言: 英文
- 頁數: 192
- 裝訂: Hardcover
- ISBN: 0262026864
- ISBN-13: 9780262026864
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商品描述
Computer games usually take one of two approaches to presenting game information to players. A game might offer information naturalistically, as part of the game's imaginary universe; or it might augment the world of the game with overlays, symbols, and menus. In this book, Kristine Jørgensen investigates both kinds of gameworld interfaces. She shows that although the naturalistic approach may appear more integral to the imaginary world of the game, both the invisible and visible interfaces effectively present information that players need in order to interact with the game and its rules. The symbolic, less naturalistic approach would seem to conflict with the idea of a coherent, autonomous fictional universe; but, Jørgensen argues, gameworlds are not governed by the pursuit of fictional coherence but by the logics of game mechanics. This is characteristic of gameworlds and distinguishes them from other traditional fictional worlds. Jørgensen investigates gameworld interfaces from the perspectives of both game designers and players. She draws on interviews with the design teams of Harmonix Music (producer of Rock Band and other music games) and Turbine Inc. (producer of such massively multiplayer online games as Lord of the Rings Online), many hours of gameplay, and extensive interviews and observations of players. The player studies focus on four games representing different genres: Crysis, Command & Conquer 3: Tiberian Wars, The Sims 2, and Diablo 2. Finally, she presents a theory of game user interfaces and considers the implications of this theory for game design.
商品描述(中文翻譯)
電腦遊戲通常採用兩種方式向玩家呈現遊戲資訊。一個遊戲可能以自然的方式提供資訊,作為遊戲虛構宇宙的一部分;或者它可能通過覆蓋層、符號和選單來增強遊戲的世界。在這本書中,Kristine Jørgensen 探討了這兩種遊戲世界介面的方式。她顯示,儘管自然主義的方法看起來更融入遊戲的虛構世界,但無形和有形的介面都有效地呈現了玩家在與遊戲及其規則互動時所需的信息。符號化的、較不自然主義的方法似乎與一致且自主的虛構宇宙的概念相衝突;但 Jørgensen 主張,遊戲世界並不是由追求虛構一致性所主導,而是由遊戲機制的邏輯所驅動。這是遊戲世界的特徵,並使其與其他傳統虛構世界區分開來。Jørgensen 從遊戲設計師和玩家的角度探討遊戲世界介面。她參考了 Harmonix Music(《Rock Band》和其他音樂遊戲的製作公司)和 Turbine Inc.(如《魔戒Online》等大型多人在線遊戲的製作公司)設計團隊的訪談、數小時的遊戲實況,以及對玩家的廣泛訪談和觀察。玩家研究集中於四款代表不同類型的遊戲:《Crysis》、《Command & Conquer 3: Tiberian Wars》、《The Sims 2》和《Diablo 2》。最後,她提出了一個遊戲用戶介面的理論,並考慮了這一理論對遊戲設計的影響。