The Game Design Reader: A Rules of Play Anthology
暫譯: 遊戲設計讀本:遊戲規則選集

Katie Salen, Eric Zimmerman

  • 出版商: MIT
  • 出版日期: 2005-11-23
  • 售價: $1,650
  • 貴賓價: 9.8$1,617
  • 語言: 英文
  • 頁數: 960
  • 裝訂: Hardcover
  • ISBN: 0262195364
  • ISBN-13: 9780262195362
  • 相關分類: 遊戲設計 Game-design
  • 立即出貨 (庫存 < 3)

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商品描述

Description

The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.

Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play?

Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings.

Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

Katie Salen is a game designer, interactive designer, animator, and Director of Graduate Studies in Design and Technology, Parsons School of Design. She has taught at universities including MIT, the University of Texas, Parsons School of Design, New York University, Rhode Island School of Design, and School of Visual Arts.

Eric Zimmerman is a game designer, game design theorist, and co-founder and CEO of gameLab. He has taught at universities including MIT, the University of Texas, Parsons School of Design, New York University, Rhode Island School of Design, and the School of Visual Arts.

Table of Contents:

Foreword
Warren Spector
x
Preface
Katie Salen and Eric Zimmerman
xvi
interstitial: How to Win "Super Mario Bros"
Topic Essays by Katie Salen and Eric Zimmerman 1
The Player Experience 3
The Rules of a Game 9
Gaming the Game 15
The Game Design Process 21
Player and Character 27
Games and Narrative 33
Game Communities 39
Speaking of Games 45
Game Design Models 53
Game Economies 59
Game Spaces 65
Cultural Representation 71
What is a Game? 77
What is Play? 83
interstitial: Cosplay
Texts: Bibliography 91
Chart of Texts and Topics 93
interstitial: Urban Invasion
Nature and Significance of Play as a Cultural Phenomenon (1955)
Johan Huizinga
96
The Definition of Play: The Classification of Games (1962)
Roger Caillois
122
Shoot Club: The DOOM 3 Review (2004)
Tom Chick
156
interstitial: Collateral Romance
Construction of a Definition (1990)
Bernard Suits
172
I Have No Words & I Must Design (1994)
Greg Costikyan
192
The Cabal: Valve's Design Process for Creating Half-Life (1999)
Ken Birdwell
212
interstitial: Urban Games
Semiotic Domains: Is Playing Video Games a "Waste of Time?" (2003)
James Gee
228
The Evil Summoner FAQ v1.0: How to Be a Cheap Ass (2001)
Mochan
268
Play and Ambiguity (2001)
Brian Sutton-Smith
296
A Theory of Play and Fantasy (1972)
Gregory Bateson
314
"Complete Freedom of Movement": Video Games as Gendered Play Spaces (1998)
Henry Jenkins
330
interstitial: DDR Step Charts
Formal Abstract Design Tools (1999)
Doug Church
366
Game Theory (1992)
William Poundstone
382
Games and Design Patterns (2005)
Staffan Bjork and Jussi Holopainen
410
Tools for Creating Dramatic Game Dynamics (2005)
Marc LeBlanc
438
Game Analysis: Centipede (2001)
Richard Rouse III
460
interstitial: Indie Game Jam
Unwritten Rules (1999)
Stephen Sniderman
476
Beyond the Rules of the Game: Why Are Rooie Rules Nice? (1983)
Linda Hughes
504
Changing the Game (1978)
Bernard DeKoven
518
The Design Evolution of Magic: The Gathering (1993 | 2004)
Richard Garfield
538
interstitial: Blast Theory
Eyeball and Cathexis (1983)
David Sudnow
558
Frames and Games (1983)
Gary Alan Fine
578
Bow, Nigger (2004)
always_ black
602
Cultural Models: Do You Want to Be the Blue Sonic or the Dark Sonic? (2003)
James Gee
610
interstitial: Red vs. Blue
Interaction and Narrative (2000 | 2005)
Michael Mateas and Andrew Stern
642
Game Design as Narrative Architecture (2004)
Henry Jenkins
670
Adventure as a Video Game: Adventure for the Atari 2600 (1983-84)
Warren Robinett
690
Eastern Front (1941) (2003)
Chris Crawford
714
interstitial: Serious Games
The Lessons of Lucasfilm's Habitat (1990)
F. Randall Farmer and Chip Morningstar
728
Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs (1996)
Richard Bartle
754
Declaring the Rights of Players (2000)
Raph Koster
788
Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier (2001)
Edward Castronova
814
interstitial: Painstation
Coda: Piercing the Spectacle (2005)
Brenda Laurel
866
interstitial: Le Parkour
Interstitial Credits 872
Index 876
Final Word
Katie Salen and Eric Zimmerman

 

商品描述(中文翻譯)

**描述**
《遊戲設計讀本》是一部獨特的遊戲設計與批評的合集,涵蓋了從經典學術論文到前沿案例研究的各種內容。作為Katie Salen和Eric Zimmerman的教科書《遊戲規則:遊戲設計基礎》的伴隨作品,《遊戲設計讀本》是教室的資料來源,是在職遊戲開發者的參考書,也是遊戲愛好者和玩家的極佳讀物。

三十二篇由遊戲設計師、遊戲評論家、遊戲愛好者、哲學家、人類學家、媒體理論家等撰寫的文章,探討了基本問題:什麼是遊戲,遊戲是如何設計的?遊戲如何與整體文化互動?遊戲設計師可以採取哪些批判性方法來創造遊戲故事、遊戲空間、遊戲社群和新的遊玩形式?

Salen和Zimmerman收集了跨越50年的重要著作,提供了驚人的觀點。遊戲記者表達遊戲玩法的節奏,社會學家探討如在廣大虛擬世界中的角色扮演等主題,玩家們發表激烈的看法,而遊戲設計師則描述了將遊戲推向市場的艱辛與淚水。每篇文章都作為討論的跳板,潛在的課堂作業,以及靈感的來源。本書圍繞十四個主題組織,從玩家體驗到遊戲設計過程,從遊戲與敘事到文化表現。每個主題由Salen和Zimmerman撰寫的短文引入,涵蓋了對遊戲研究至關重要的思想和研究,並指向《讀本》中相關的文本。書中各部分之間的視覺散文作為對這些著作的對比。

與《遊戲規則》類似,《遊戲設計讀本》是一本智慧而富有趣味的書籍。對於專業人士來說,它是一個無價的資源,對於新進入該領域的人來說,它是一個獨特的入門書籍,《遊戲設計讀本》是任何認真對待遊戲的人必讀的書籍。

Katie Salen是一位遊戲設計師、互動設計師、動畫師,以及帕森設計學院設計與技術研究所的研究生主任。她曾在包括麻省理工學院、德克薩斯大學、帕森設計學院、紐約大學、羅德島設計學院和視覺藝術學院等多所大學任教。

Eric Zimmerman是一位遊戲設計師、遊戲設計理論家,以及gameLab的共同創辦人和首席執行官。他曾在包括麻省理工學院、德克薩斯大學、帕森設計學院、紐約大學、羅德島設計學院和視覺藝術學院等多所大學任教。

**目錄:**
前言
Warren Spector

序言
Katie Salen 和 Eric Zimmerman

插曲:如何贏得《超級瑪利歐兄弟》

主題文章
由Katie Salen和Eric Zimmerman撰寫

玩家體驗
3

遊戲的規則
9

遊戲中的遊戲
15

遊戲設計過程
21

玩家與角色
27

遊戲與敘事
33

遊戲社群
39

談論遊戲
45

遊戲設計模型
53

遊戲經濟
59

遊戲空間
65

文化表現
71

什麼是遊戲?
77

什麼是遊玩?
83

插曲:角色扮演

文本:參考書目
91

文本與主題圖表
93

插曲:城市入侵

遊玩作為文化現象的性質與意義(1955)
Johan Huizinga
96

遊玩的定義:遊戲的分類(1962)
Roger Caillois
122

射擊俱樂部:DOOM 3 評論(2004)
Tom Chick
156

插曲:附帶浪漫

定義的建構(1990)
Bernard Suits
172

我沒有話要說,我必須設計(1994)
Greg Costikyan
192

陰謀:Valve創造《半條命》的設計過程(1999)
Ken Birdwell
212

插曲:城市遊戲

符號領域:玩電子遊戲是「浪費時間」嗎?(2003)
James Gee
228

邪惡召喚者FAQ v1.0:如何成為一個小氣鬼(2001)
Mochan
268

遊玩與模糊性(2001)
Brian Sutton-Smith
296

遊玩與幻想的理論(1972)
Gregory Bateson
314

「完全的自由移動」:電子遊戲作為性別化的遊玩空間(1998)
Henry Jenkins
330

插曲:DDR步伐圖