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 折 $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
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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
Spectorx
Preface
Katie Salen and
Eric Zimmermanxvi
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 Huizinga96
The Definition of Play: The
Classification of Games (1962)
Roger Caillois122
Shoot Club: The DOOM 3 Review
(2004)
Tom Chick156
interstitial: Collateral
Romance
Construction of a Definition
(1990)
Bernard Suits172
I Have No Words & I Must
Design (1994)
Greg Costikyan192
The Cabal: Valve's Design Process
for Creating Half-Life (1999)
Ken Birdwell212
interstitial: Urban
Games
Semiotic Domains: Is Playing Video
Games a "Waste of Time?" (2003)
James Gee228
The Evil Summoner FAQ v1.0: How to
Be a Cheap Ass (2001)
Mochan268
Play and Ambiguity
(2001)
Brian Sutton-Smith296
A Theory of Play and Fantasy
(1972)
Gregory Bateson314
"Complete Freedom of Movement":
Video Games as Gendered Play Spaces (1998)
Henry Jenkins330
interstitial: DDR Step
Charts
Formal Abstract Design Tools
(1999)
Doug Church366
Game Theory
(1992)
William Poundstone382
Games and Design Patterns
(2005)
Staffan Bjork and Jussi Holopainen410
Tools for Creating Dramatic Game
Dynamics (2005)
Marc LeBlanc438
Game Analysis: Centipede
(2001)
Richard Rouse III460
interstitial: Indie Game
Jam
Unwritten Rules
(1999)
Stephen Sniderman476
Beyond the Rules of the Game: Why
Are Rooie Rules Nice? (1983)
Linda Hughes504
Changing the Game
(1978)
Bernard DeKoven518
The Design Evolution of Magic: The
Gathering (1993 | 2004)
Richard Garfield538
interstitial: Blast
Theory
Eyeball and Cathexis
(1983)
David Sudnow558
Frames and Games
(1983)
Gary Alan Fine578
Bow, Nigger
(2004)
always_ black602
Cultural Models: Do You Want to Be
the Blue Sonic or the Dark Sonic? (2003)
James Gee610
interstitial: Red vs.
Blue
Interaction and Narrative (2000 |
2005)
Michael Mateas and Andrew Stern642
Game Design as Narrative
Architecture (2004)
Henry Jenkins670
Adventure as a Video Game:
Adventure for the Atari 2600 (1983-84)
Warren Robinett690
Eastern Front (1941)
(2003)
Chris Crawford714
interstitial: Serious
Games
The Lessons of Lucasfilm's Habitat
(1990)
F. Randall Farmer and Chip Morningstar728
Hearts, Clubs, Diamonds, Spades:
Players Who Suit MUDs (1996)
Richard Bartle754
Declaring the Rights of Players
(2000)
Raph Koster788
Virtual Worlds: A First-Hand
Account of Market and Society on the Cyberian Frontier
(2001)
Edward Castronova814
interstitial:
Painstation
Coda: Piercing the Spectacle
(2005)
Brenda Laurel866
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