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By N2H
欢迎raph koster的个人网站: mmos ,游戏,写作,艺术,音乐,书籍。

PowerPoint Presentation - Putting the Fun in Functional PowerPoint简报-把有趣的功能

March 11th, 2006 2006年3月11日

Amy Jo Kim has a great presentation from ETech called Putting the Fun in Functional that not only articulates how to use some of the fundamental building blocks of games for other purposes, but calls out in stark form what some of those principles are.艾米赵金具有强大的介绍,从etech所谓把乐趣,在功能 ,不仅阐明了如何使用的一些基本积木游戏作其他用途,但呼吁在严酷的形式是什么的一些这些原则。

This is valuable because often, we take them for granted — when really, we should be focused very strongly on making sure these fundamentals are nailed correctly.这是宝贵的,因为很多时候,我们带他们是理所当然的-当真的,我们应该集中很强烈的对确保这些基本原则是钉正确。 (Which echoes a blog post that I read this morning on a blog by Kathy Sierra that Amy Jo pointed to as well — but really, you should read that whole blog too )… (回声博客帖子 ,我阅读这本今天上午就一个博客由Kathy的塞拉利昂认为艾米赵指出,以及-但说真的,你应该阅读整个博客太) … …

Many of them boil down to forms of feedback, but critically, there’s two important forms of user expression as well: customization, and the ability to give fedback to one another, creating a social context.他们中的许多归结到形式的反馈意见,但关键的是,有两个重要形式的用户,以及表达:定制,并有能力给fedback到另一个,创造一个社会背景。

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  1. Mike's News Page wrote on 麦克的新闻网页上发表文章

    Raph’s Website On Trust, Part III The Sunday Poem: Housebuilding Near Montague Farm Hail in San DiegoPowerPoint Presentation - Putting the Fun in Functional Shaping perceptions Midnighters Another prescription/crystal ball Darniaq has seen the future of MMOs A cooking game CAN MMOs be sandboxes? raph的网站上的信任,第三部分,该周日首诗: housebuilding附近的蒙塔古农场冰雹在新diegopowerpoint简报-把有趣的功能塑造的看法m idnighters另一处方/水晶球d arniaq已经看到了未来的m mos烹煮游戏可以m mos被s andboxes ?

  2. musings of a social architect: Putting the Fun in Functional wrote on musings一个社会的建筑师:把乐趣,在功能上写道

    [...] UPDATE II: More notes from around the Web - here’s some excellent, detailed notes about my talk from ‘we make money not art’ . [ … … ]更新二:更多地注意到来自各地的网络-这里的一些优秀的,详细的笔记约我谈一谈由『我们赚钱的不是艺术' 。 And some perspective from Alice in Wonderland, one of my favorite game-oriented bloggers. 和一些角度从Alice在仙境,其中我最喜爱的游戏为导向的博客。 And also some comments from Raph Koster, my friend and colleague from Ultime Online days.  I’m thrilled that people whom I admire are responding to my work, and finding it useful. 和也有一些意见,从raph koster ,我的朋友和同事从ultime在线天,我很高兴的人我很佩服回应我的工作,并找到它有用。 W00t! w00t ! [...] [ … … ]

  3. Raph’s Website » GDC Day Two: putting the fun in functional wrote on raph的网站»直流辉光放电清洗天2把乐趣,在功能上写道

    [...] These are my notes on this session from the Mobile GDC. [ … … ]这些都是我的笔记就本次会议从移动直流辉光放电清洗。 It’s got significant overlap with the previous posting on this topic, but there’sa lot of new material too. 它的获得显着的重叠,与前张贴关于这一主题的,但有大量的新材料。 [...] [ … … ]

  4. Casual Games =~ Social Software at Suttree, Elixir for Immortal Baboon wrote on 休闲游戏= 〜社会软件suttree ,内丹术为不朽的狒狒写就

    [...] Casual Games =~ Social Software http://suttree.com/2006/03/23/casual-games-social-software/ warpedvisions.org - Blog Archive - Social gaming in Python http://warpedvisions.org/2006/03/22/social-gaming-in-python/ Start on Travian MMOG http://www.hanshyong.com/blog/2006/02/08/start-on-travian-mmog/ iPod Diagnostic Mode http://www.methodshop.com/mp3/ipodsupport/diagnosticmode/index.shtml Levy: (Some) Attention Must Be Paid! [ … … ]休闲游戏= 〜社会软件http://suttree.com/2006/03/23/casual-games-social-software/ warpedvisions.org -博客存档-社会的游戏在巨蟒ht tp://warpedvisions。 org/2006/03/22/social-gaming-in-python /开始对travian mmog http://www.hanshyong.com/blog/2006/02/08/start-on-travian-mmog/的iPod诊断模式的HTTP : / / www.methodshop.com/mp3/ipodsupport/diagnosticmode/index.shtml征费: (部分)必须注意! - Newsweek Technology - MSNBC.com http://www.msnbc.msn.com/id/11899893/site/newsweek/ Raph’s Website - PowerPoint Presentation - Putting the Fun in Functional http://www.raphkoster.com/2006/03/11/powerpoint-presentation-putting-the-fun-in-functional we make money not art: eTech - Amy Jo Kim http://www.we-make-money-not-art.com/archives/008152.php Links hosted by del.icio.us [...] -新闻周刊技术- ms nbc.comht tp://www.msnbc.msn.com/id/11899893/site/newsweek/ra ph的网-P ow erPoint简报-把有趣的功能h t tp ://www.raphkoster.com/ 2006/03/11/powerpoint-presentation-putting-the-fun-in-functional我们赚钱的不是艺术: etech -艾米赵金h ttp://www.we-make-money-not-art.com/archives/ 008152.php链接主办del.icio.us [ … … ]

  5. StumbleUpon wrote on stumbleupon写就

    [...] Your page is now on StumbleUpon! [ … … ]您的网页,现在就stumbleupon ! For each appearance in your referral logs, one of our members has ’stumbled upon’ your site after clicking “Stumble!” on our toolbar to discover a new great site. 为每个出现在您的推荐日志,我们的一位成员'偶然发现'您的网站后,点击“蹒跚! ”对我们的工具栏发现一个新的大遗址。 Enter Your URL → [...] 输入您的网址→ [ … … ]

Reader Comments 读者评论
  1. Andrew Krausnick said on 郑家富克劳斯尼克说,

    Excellent set of slides for sure.优秀的一套幻灯片肯定的。 In my opinion it also points out why a few alternative business models for MMO’s should work.在我认为它也指出,为什么一些另类的商业模式,为mmo的应工作。 The two main avenues I would put forth would be charging for implicit exchanges (ie. giving some ‘gifts’ in MySpace costs money, and thusly carries more meaning, this should be easy to translate to a virtual world) and charging for customization (I know some smaller Asian MMO’s do this already).主要有两个途径,我会提出将收费隐交流(即提供一些'礼物'在MySpace上的成本钱, thusly进行更多的意义,这应该可以很容易地转换到一个虚拟世界)和收费定制(我知道一些较小的亚洲mmo的这样做已经) 。 Both should theoretically be able to turn a decent profit, assuming they were balanced correctly.双方应在理论上能够把一个像样的利润,假设他们正确的平衡。

  2. Raph said on raph说,

    Furcadia has managed to stay going for quite a while now selling customization: wings for their furries at $50 a pop or something. furcadia已设法保持持续相当长的一段时间,现在出售定制:翅膀,为他们的furries 50元一个POP或东西。

  3. Amaranthar said on amaranthar说,

    Earning Points is a simple way to keep score入点,是一个简单的方法来保持评分

    Once you have points… you can have LeaderBoards一旦你点… …你可以有排行榜

    Once you have points… you can define Levels一旦你点… …你可以界定各级

    Some systems once had LeaderBoards…有些制度曾排行榜…
    … but removed them. … …但他们移走。 WHY????为什么呢? ? ? ? HINT: LeaderBoards encourage people to game the system…提示:排行榜,鼓励人们的游戏系统…

    Feedback makes an experience more fun & compelling反馈作出的经验,更有趣&令人信服

    Does anyone else see the conundrum here?没有任何其他人看到的难题在这里出现? I mean, leaderboards or not, levels act the same way, don’t they?我的意思是,排行榜或没有,各级法相同的方式,不要他们呢? (Levels, skills, all the same really in this topic.) (水平,技能,所有同一真的在这方面的话题。 )

    And if you take out the “levels”, you basically take out the whole point of “points”.如果你采取了“上层次” ,您基本上是采取了整个点“点” 。

    The same can be said for “collections”, since they are another “point” system.同时,可以说是“集合” ,因为它们是另一个“点”制度。

    And that all affects, and is affected by, the social aspects of the “exchanges” and “customization” mechanics as well.和所有的影响,是受,社会方面的“交流”和“定制”力学以及。

    My point is that while leaderboards encourage gaming the system, you can’t get completely away from people doing that.我的意思是,排行榜的同时,鼓励游戏系统,您不能得到完全远离人这样做。

    “Encourage” seems to be the key word here. “鼓励”似乎成为了关键词在这里。

  4. Raph said on raph说,

    Well, the real issue with leaderboards is that they reveal in stark terms exactly how much you suck.那么,真正的问题与排行榜的是,他们透露了鲜明的条款,正是多少,你吸吮。 There can be many level 60s, but there can only be one #1.可以有很多层次,六十年代,但只能有一个# 1 。 Levels force comparison, but they are flexible in that way, because each rank is not a zero-sum game.各级部队比较,但他们灵活的以这种方式,因为每个职级是不是一个零和博弈。

    The commonest approach to dealing with leaderboards is to therefore try to have lots of them, but what we tend to see happening is that the same folks show up at the top of more than one — often, most of them.最常见的办法来处理排行榜是尝试,因此有很多,但我们往往看到的情况是相同的乡亲显示在上方的不止一个-往往,他们大多数。 We probably simply have never created enough different leaderboards measuring enough different things.我们可能根本没有创造足够的不同的排行榜的测量不够的不同的事情。

    There’s also the timeslice approach: having leaderboards within leagues, within cohorts, etc, can create more possible slots for people to be at the top.有的还timeslice的做法:经排行榜内的联赛,队列等,可以创造更多可能的插槽人要在最上方。

  5. StGabe said on stgabe说,

    Hey, our company is mentioned on slide 16 (PrizePlay, mobile games where you win points for buying prizes).嘿,我们公司是提到,幻灯片16 ( prizeplay ,手机游戏的地方你赢了点,购买奖品) 。 : )

    And yes, I agree that leaderboards can be bad because they reveal average player’s “averageness”.是的,我同意排行榜可以坏,因为他们显示的平均播放器的“ averageness ” 。 I think it’s very important to remember: half of your players are below average.我认为这是非常重要的要记住:你的一半球员都低于平均水平。 Meanwhile, it’s probably important for all of them to feel that they excel.同时,这可能是重要的是,所有他们觉得他们的Excel 。 There’s even a bad feedback loop going here.甚至还有一个坏的反馈环路前往这里。 If your worst players quit because it is too obvious that they are horrible at the game, then the “average” points per player raises and a new set of players become the “worst” in the game.如果您的最糟糕的球员退出,因为这是太明显,他们是在可怕的游戏,那么“平均”点,每播放器和提出了一套新的球员成为“最坏”在游戏中。

    It’s interesting to watch some players self-insulate themselves from this.它的有趣的观赏一些球员自我隔离自己从这个。 Players in MMORPG’s will judge those who adhieve higher scores than them as “12 year old twitch gamers” or “people with no life” and thus try to selectively ignore the scores of those above them while still trying to increase their overall ranking.球员在mmorpg的法官将那些谁adhieve更高的分数比他们为“ 12岁抽搐玩家”或“人无生命” ,从而尝试选择性地忽略了分数以上,而他们仍然设法增加他们的整体排名。

    I think that games with social frameworks are going to be increasingly playing games with tweaking player perceptions to convince them of their individual success while still allowing social interaction and social rewards.我认为,游戏与社会框架将会越来越多玩游戏与调整播放器的看法,以说服他们的个人成功的同时,仍然让社会互动和社会的回报。 The goal is to try and convince as many people as possible that they are above average and do so leveraging as much social interaction as possible so as to boost the feeling of social acceptance/legitimacy of the socring.目标是要尝试说服尽可能多的人认为他们是高于平均水平,以及这样做的杠杆多的社会互动,尽可能等,以增加感情的社会所接受/合法性的socring 。 This probably will take the form of slices and gameplay that isn’t zero-sum or simply confusing to rank.这可能会采取的形式片和游戏,这不是零和总结,或只是混淆,职级。 Slices will probably be sub-communities more than anything.片可能会被分社区比什么都重要。 In WoW this is guilds leveling up together.在哇,这是工会水准在一起。

  6. Raph said on raph说,

    It could be as simple as not showing the leaderboards to people who aren’t in that ranking range.可以这么简单,未显示排行榜的人谁不是在这方面的排名范围。 Instead, show those people other sorts of feedback altogether.相反,显示这些人的其他各种反馈共有。 Why bother telling someone they are #1,984,563?为何有人告诉他们# 1,984,563 ? Tell them they are in the top ten Libras from Ohio that week, instead.告诉他们,他们是在十大libras来自俄亥俄州的那个星期,而不是。

  7. Amaranthar said on amaranthar说,

    But then all the other Libras in Ohio will still feel unjustifiably jilted, eh?但后来的所有其他libras在俄亥俄州将仍然觉得无理jilted吧? And the sad fact is that it’s the powergamers who do always tend to win these contests.和可悲的事实是,它的powergamers谁做的始终,往往能赢得这些竞赛。 I don’t think it would be too bold or impulsive of me to predict that the vast majority of gamers would never be at the top of any leaderboards.我不认为这会过于粗体或一时冲动,我预测,绝大多数的玩家将永远在最上方的任何排行榜。

    But what if a game offered none of that, but instead concentrated on self recognition.但如果一个游戏没有提供,而是集中在自我的认同。 Suppose that only the individual saw their level, for example.假设只有个别看到他们的水平,例如。 That would satisfy the “points” side in them.这将满足“点”的一面,在他们的。 Recognition by others can be had through other aspects of game play, rather than through such lists and titles.承认别人可以已通过其他方面的游戏,而不是通过这样的名单和职称。 What I’m suggesting is a combination of ways that players can achieve recognition, some easy to obtain and others so rare that it’s no big deal if you aren’t on the “list”, because so isn’t everyone else.什么我的建议是相结合的方式,玩家可以实现的承认,一些容易获得和其他罕见,它的没有什么大不了如果您不是对“名单” ,因为这样是不是每个人都否则。 The general idea being to offer some recognition, but to keep it at a low keyed status.总体思路是要提供一些识别,而是要维持在一个低紧张状态。

    Examples like:的例子,例如:
    -Character names on items they made字符名称的项目,他们提出的
    -Rare to semi rare items that are truelly rare, and unpredictable so that the same players don’t corner the market. -罕见的半罕见的项目是truelly罕见的,和难以预料的,使相同的选手并不角落的市场。 Such as rare chance encounters with stags with large antlers to display, snow white fox pelts, large gems while mining, etc.这种难得的机会,遇到stags大鹿角显示,白雪公主福克斯pelts ,大瑰宝的同时,采矿等
    -Tourney champions -赛冠军

    My point being that it’s in there, but doesn’t become the gamey system that’s so common and commonly rebutted.我的意思是它的在那里,但不会成为gamey系统的共同的和普遍反驳。 It satisfies players to some extent, but doesn’t turn the game into a contest(s).它满足了球员在一定程度上,但并不把游戏变成竞赛( ) 。 Turning them into that ruins the immersion.把它们变为废墟中指出,沉浸。 Forcing players to ignore a key feature isn’t good either, better to just leave it out.迫使球员忽视的一个重要特点是不好的不是,更好地刚刚离开它。 It’s just not cohesive to have various game styles in the same game, especially a game world.这只是没有凝聚力,以有不同的游戏风格在同一个游戏,尤其是一个游戏世界。

  8. Raph said on raph说,

    Those have all been done, even in one game.这些都已做了,即使是在一个游戏。 LegendMUD had all of those, actually. legendmud了所有这些,其实。 Legend is also a straight up level based system, though it does not have classes in the same way as usual.传说,也是一个直水平为基础的系统,尽管它不上课,在相同的方式运作如常。

    A small community helps there… most muds offer that.一个小社会,帮助有…最泥浆提供。

  9. Kristen said on 克里斯汀说,

    But what if a game offered none of that, but instead concentrated on self recognition.但如果一个游戏没有提供,而是集中在自我的认同。 Suppose that only the individual saw their level, for example.假设只有个别看到他们的水平,例如。 That would satisfy the “points” side in them.这将满足“点”的一面,在他们的。 Recognition by others can be had through other aspects of game play, rather than through such lists and titles.承认别人可以已通过其他方面的游戏,而不是通过这样的名单和职称。

    Or, the players will find a way to make their own leaderboards if the game doesn’t provide them.或者,玩家将找到一种方法,作出自己的排行榜 ,如果游戏并不为他们提供。 That site takes user submitted “scores” and “skill lists” and builds the tables out of them.该网站需要用户提交的“分数”和“技能清单” ,并建立表列的。 It can also tell you who the best characters to learn a given skill are (both currently online and otherwise) or even the best person(s) in your group to teach you.它也可以告诉你,谁是最好的字要了解某一特定的技能是(双方目前是否在线上和其他方面) ,甚至是最佳人选( s )在您的集团,教导您。 You can also do one-on-one comparisons with other characters.您也可以做一对一的比较,与其他字符。

    It is a VERY useful tool for learning how to build and improve your own character.这是一个非常有用的工具,学习如何建立和完善自己的性格。

  10. Amaranthar said on amaranthar说,

    I guess I don’t follow.我猜想我不跟进。 Are you saying that the kind of game I was suggesting would only work in a smaller gaming community?你是说什么样的游戏,我建议将只工作在一个较小的游戏社区? If so, why would you think that?如果是这样,为何你认为呢?

  11. Raph said on raph说,

    In a smaller gaming community, the sting of being low on the leaderboard is lessened; you don’t feel overwhelmed by a faceless majority, you feel like your friends are talented or lucky.在一个规模较小的游戏社会,斯汀被低就领先,是减少;你不觉得自己所压倒一露面多数,您觉得像您的朋友是人才或幸运。 : )

  12. Amaranthar said on amaranthar说,

    True, and that leaves the massive game communities to think about.真实,并留下大量的游戏社区思考的问题。 And that’s what the article is all about, to spell out what players want in a game and how they enjoy it.这是什么文章,是所有约,订明什么球员要在一个游戏,以及他们如何享受它。 So, again leads back to my point and the point made in the article itself.因此,导致再次回到我的观点和提出的论点,在文章本身。 Reducing the feeling by the many of being overwhelmed, while still giving the few a bit of that feeling of overshadowing others.减少的感觉是由许多被压倒,同时还给予数有点这种感觉的压倒别人。

    It’s sort of like being a millionaire today isn’t the same as being a millionaire 50 years ago.这有点像一个百万富翁,今天是不一样的是一个百万富翁, 50年前。 But it’s still good, I’m assuming.但它仍然是好的,我假设。

  13. Scott Kim said on 斯科特金说,

    This thread has focused on leaderboards and levels.这个论题都集中在排行榜和水平。 Stepping back a bit, we see that leaderboards and levels are but two of many possible ways of rating players.加强回了一点,我们看到排行榜和水平,但两国许多可能的方式评价球员。 Like AJ says, what you reward says a lot about what your game/service values.一样的AJ说,你说,奖励了很多关于什么您的游戏/服务的价值观。 What other point reward systems are possible?什么其他的奖励制度是可能的吗?

    1. 1 。 A softer way of doing leaderboards that I mentioned in the talk is to say where your score relative to everyone else’s scores on a scale of 0 to 100.柔和的处事方法,排行榜,我提到,在谈话是说如果你的分数相对其他所有人的分数上规模的0至100 。 This is soft in the sense that a good score will tend to rank high no matter how many players are in the system.这是软的意识,一个好的分数往往会职级高,无论有多少球员是在系统中。 But half the players will be rated below average, which can be disheartening.但有一半的球员将额定低于平均水平,可令人沮丧。

    2. 2 。 Another way is to reward improvement, which is competing against yourself.另一种方式是奖励的改善,这是对自己竞争。 Less competitive, but what if you hit a plateau?竞争力较差的,但是,如果你击中的高原?

    3. 3 。 The softest way is simply to reward participation, eg a point for every time you play.最柔软的方式,只不过是为了奖励参与,例如点,每一次你发挥。 Excelling simply takes persistence, which is within everyone’s reach.擅长只是需要毅力,这是大家的达成。

    I bet there are other ways to do ratings that reward other desirable behaviors.我敢打赌,还有其他的方法可以做到收视率奖励其他可取的行为。 As Kristen says players will make their own leaderboards if they aren’t already present.作为克里斯汀说,玩家将作出自己的排行榜,如果他们不是已经存在。 What other reward systems have players made?什么其他奖励制度有球员呢?

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