关于游戏设计的原则

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原文地址:http://www.gamasutra.com/view/feature/130848/how_to_prototype_a_game_in_under_7_.php?page=3


Setup: Rapid is a State of Mind

  • Embrace the Possibility of Failure - it Encourages Creative Risk Taking
  • Enforce Short Development Cycles (More Time != More Quality)
  • Constrain Creativity to Make You Want it Even More
  • Gather a Kickass Team and an Objective Advisor – Mindset is as Important as Talent
  • Develop in Parallel for Maximum Splatter

Design: Creativity and the Myth of Brainstorming

  • Formal Brainstorming Has a 0% Success Rate
  • Gather Concept Art and Music to Create an Emotional Target
  • Simulate in Your Head – Pre-Prototype the Prototype

Development: Nobody Knows How You Made it, and Nobody Cares

  • Build the Toy First
  • If You Can Get Away With it, Fake it
  • Cut Your Losses and "Learn When to Shoot Your Baby in the Crib"
  • Heavy Theming Will Not Salvage Bad Design (or "You Can't Polish a Turd")
  • But Overall Aesthetic Matters! Apply a Healthy Spread of Art, Sound, and Music
  • Nobody Cares About Your Great Engineering

General Gameplay: Sensual Lessons in Juicy Fun

  • Complexity is Not Necessary for Fun
  • Create a Sense of Ownership to Keep 'em Crawling Back for More
  • "Experimental" Does Not Mean "Complex"
  • Build Toward a Well Defined Goal
  • Make it Juicy!
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