Better Game Characters by Design: A Psychological Approach
暫譯: 透過設計提升遊戲角色:心理學方法

Katherine Isbister

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Description

Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.

 

Table of Contents

About the Author Foreward by Tim Schafer Preface About the DVD I First Impressions What Is Covered and Why Who Will Find Part I Most Useful Overview of Key Concepts Take-Aways from Part I 1 Social Surface 1.1 What Is Covered and Why 1.2 The Psychological Principles 1.3 Design Pointers 1.4 Interview: Gonzalo Frasca 1.5 Summary and What Is Next 1.6 Exercises 1.7 Further Reading 2 Practical Questions—Dominance, Friendliness, and Personality 2.1 What Is Covered and Why 2.2 The Psychological Principles 2.3 Design Pointers 2.4 Summary and What Is Next 2.5 Exercises 2.6 Further Reading II Focus on the Player What Is Covered and Why Who Will Find Part II Most Useful Overview of Key Concepts Take-Aways from Part II 3 Culture 3.1 What Is Covered and Why 3.2 The Psychological Principles 3.3 Design Pointers 3.4 Interview: Ryoichi Hasegawa and Roppyaku Tsurumi of Sony 3.5 Interview: Lewis Johnson 3.6 Summary and What Is Next 3.7 Exercises 3.8 Further Reading 4 Gender 4.1 What Is Covered and Why 4.2 The Psychological Principles 4.3 Design Pointers 4.4 Interviews with Gamers&#151Personal Perspectives 4.5 Summary and What Is Next 4.6 Exercises 4.7 Further Reading III Using a Character's Social Equipment What Is Covered and Why Who Will Find Part III Most Useful Overview of Key Concepts Take-Aways from Part III 5 The Face 5.1 What Is Covered and Why 5.2 The Psychological Principles 5.3 Design Pointers 5.4 Summary and What Is Next 5.5 Exercises 5.6 Further Reading 6 The Body 6.1 What Is Covered and Why 6.2 The Psychological Principles 6.3 Design Pointers 6.4 Interview: Chuck Clanton 6.5 Summary and What Is Next 6.6 Exercise 6.7 Further Reading 7 The Voice 7.1 What Is Covered and Why 7.2 The Psychological Principles 7.3 Design Pointers 7.4 Further Directions—Emotion Detection 7.5 Interview: MIT Media Lab's Zeynep Inanoglu and Ron Caneel 7.6 Summary and What Is Next 7.7 Exercise 7.8 Further Reading 7.9 Answers to Exercises IV Characters in Action What Is Covered and Why Who Will Find Part IV Most Useful Overview of Key Concepts Take-Aways from Part IV 8 Player-Characters 8.1 What Is Covered and Why 8.2 The Psychological Principles 8.3 Design Pointers 8.4 Interview: Marc Laidlaw 8.5 Summary and What Is Next 8.6 Exercises 8.7 Further Reading 8.8 Acknowledgments 9 Nonplayer-Characters 9.1 What Is Covered and Why 9.2 The Psychological Principles 9.3 Dimensions of Social Roles and NPCs 9.4 Common Social Roles in Games 9.5 Design Guidelines 9.6 Summary and What Is Next 9.7 Exercises 9.8 Further Reading V Putting It All Together What Is Covered and Why Who Will Find Part V Most Useful Overview of Key Concepts Take-Aways from Part V 10 Process 10.1 What Is Covered and Why 10.2 Arguments for Bringing a Social-Psychological Approach to Game Development 10.3 The Development Time Line 10.4 Building in the Social-Psychological Approach 10.5 Interview: Tim Schafer 10.6 Summary and What Is Next 10.7 Further Reading 11 Evaluation 11.1 What Is Covered and Why 11.2 The Psychological Principles 11.3 Current Evaluation Practice in Game Design: Market Research and Play Testing 11.4 Taking Design to the Next Level with Preproduction Evaluation 11.5 A Note on Postproduction Evaluation 11.6 Evaluation Checklist 11.7 Games Usability Perspectives 11.8 Interview: Randy Pagulayan 11.9 Interview: Nicole Lazzaro 11.10 Affective Sensing: An Evaluation Method for the Future? 11.11 Summary 11.12 Exercises 11.13 Further Reading Appendix Index

商品描述(中文翻譯)

**描述**

遊戲正處於重大演變的邊緣,這是由於技術的進步和受眾範圍的擴大所驅動。能夠在遊戲過程中(而不僅僅是在過場動畫中)與玩家建立強大社交和情感聯繫的角色,將是下一代遊戲的關鍵。然而,遊戲開發社群對於複雜角色設計和互動的原則並不廣泛了解。更複雜的是,強大的性別和文化議題可能會影響對角色的感知。Katherine Isbister在過去十年中研究了什麼使得與電腦角色的互動對不同受眾有用且引人入勝。這項工作揭示了良好設計的關鍵在於利用玩家心理:理解對一個人來說,現實社交互動中什麼是值得記住的、令人興奮的和有用的,並將這些見解應用於角色設計。創造出優秀角色的遊戲設計師往往在不自覺中運用了這些心理原則。《Better Game Characters by Design》為遊戲設計專業人士和其他互動媒體設計師提供了一個框架,以理解社會角色和感知如何影響玩家對角色的反應,幫助產生更強的設計和更好的結果。

**目錄**

關於作者
Tim Schafer的前言
前言
關於DVD
初步印象
涵蓋內容及其原因
誰會發現第一部分最有用
關鍵概念概述
第一部分的要點

1. 社會表面
1.1 涵蓋內容及其原因
1.2 心理原則
1.3 設計指導
1.4 訪談:Gonzalo Frasca
1.5 總結及下一步
1.6 練習
1.7 進一步閱讀

2. 實用問題—主導性、友好性和個性
2.1 涵蓋內容及其原因
2.2 心理原則
2.3 設計指導
2.4 總結及下一步
2.5 練習
2.6 進一步閱讀

II. 專注於玩家
涵蓋內容及其原因
誰會發現第二部分最有用
關鍵概念概述
第二部分的要點

3. 文化
3.1 涵蓋內容及其原因
3.2 心理原則
3.3 設計指導
3.4 訪談:Sony的長谷川良一和鶴見六百
3.5 訪談:Lewis Johnson
3.6 總結及下一步
3.7 練習
3.8 進一步閱讀

4. 性別
4.1 涵蓋內容及其原因
4.2 心理原則
4.3 設計指導
4.4 與玩家的訪談—個人觀點
4.5 總結及下一步
4.6 練習
4.7 進一步閱讀

III. 使用角色的社會裝備
涵蓋內容及其原因
誰會發現第三部分最有用
關鍵概念概述
第三部分的要點

5. 面部
5.1 涵蓋內容及其原因
5.2 心理原則
5.3 設計指導
5.4 總結及下一步
5.5 練習
5.6 進一步閱讀

6. 身體
6.1 涵蓋內容及其原因
6.2 心理原則
6.3 設計指導
6.4 訪談:Chuck Clanton
6.5 總結及下一步
6.6 練習
6.7 進一步閱讀

7. 聲音
7.1 涵蓋內容及其原因
7.2 心理原則
7.3 設計指導
7.4 進一步方向—情感檢測
7.5 訪談:MIT媒體實驗室的Zeynep Inanoglu和Ron Caneel
7.6 總結及下一步
7.7 練習
7.8 進一步閱讀
7.9 練習答案

IV. 角色在行動中
涵蓋內容及其原因
誰會發現第四部分最有用
關鍵概念概述
第四部分的要點

8. 玩家角色
8.1 涵蓋內容及其原因
8.2 心理原則
8.3 設計指導
8.4 訪談:Marc Laidlaw
8.5 總結及下一步
8.6 練習
8.7 進一步閱讀
8.8 致謝

9. 非玩家角色
9.1 涵蓋內容及其原因
9.2 心理原則
9.3 社會角色和NPC的維度
9.4 遊戲中的常見社會角色
9.5 設計指導
9.6 總結及下一步
9.7 練習
9.8 進一步閱讀

V. 將一切整合在一起
涵蓋內容及其原因
誰會發現第五部分最有用
關鍵概念概述
第五部分的要點

10. 過程
10.1 涵蓋內容及其原因
10.2 將社會心理學方法引入遊戲開發的論點
10.3 開發時間線
10.4 建立社會心理學方法
10.5 訪談:Tim Schafer
10.6 總結及下一步
10.7 進一步閱讀

11. 評估
11.1 涵蓋內容及其原因
11.2 心理原則
11.3 當前遊戲設計中的評估實踐:市場研究和遊玩測試
11.4 通過前期評估將設計提升到新水平
11.5 後期評估的注意事項
11.6 評估檢查表
11.7 遊戲可用性觀點
11.8 訪談:Randy Pagulayan
11.9 訪談:Nicole Lazzaro
11.10 情感感知:未來的評估方法?
11.11 總結
11.12 練習
11.13 進一步閱讀

附錄
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