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欢迎拉夫乌韦科斯特的个人网站: MMOs ,游戏,写作,艺术,音乐,书籍。

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A Theory of Fun 理论的乐趣
for Game Design 为游戏设计

书籍封面的理论趣味的游戏设计,由拉夫乌韦科斯特

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From the Mailbag: Where’s A Grammar of Gameplay? 从邮袋:哪里的语法游戏?

November 11th, 2008 08年十一月11日

We have a game development program here at UCC, and I’ve been trying to get a copy of “A Grammar Of Game Play: How Games Work” for our library without any luck.我们有一个游戏开发计划在这里标识系统,我一直试图获得一份“语法游戏:如何运动会工作”为我们的图书馆没有任何运气。 Has it been published yet?它已经出版了吗? If it has, where can we get a copy; and if not, will it be and if so, where and when?如果有,在那里我们可以得到一份;如果没有,那么如果是的话,不管何时何地?

– Bill Schryba, Union County College比尔-S chryba,县高校联盟

It has not been published – or finished being written!它尚未公布-或撰写完成! : ) Sorry… it doesn’t quite exist yet.很抱歉...它并不完全存在。 That said, there is material out there along similar lines, and at this point Dan Cook’s stuff is probably the most user-friendly game grammar material out there.这就是说,有材料有类似的线路,在这一点上丹库克的东西可能是最用户友好的游戏语法材料了。

Some quick links I dug up:一些快速链接我挖出来:

Posted in Game talk | 1 Comment »张贴在游戏交谈 | 1条评论»

Keynoting at Living Game Worlds IV Keynoting在生活游戏世界第四

November 3rd, 2008 2008年11月3日

For those who do not recall, I had a great time at Living Game Worlds a few years ago , including quite enjoying Will Wright’s keynote .对于那些谁不记得,我度过了美好的时光生活在游戏世界几年前 ,包括相当享受威尔莱特的基调 Well, this year it’s my turn… and of course, I completely spaced telling everyone in time for you to get the early reg discount.那么,今年轮到我...当然,我完全告诉大家间隔时间为您早日获得64347折扣。 :对

Registration is now open for注册现已开放的
Living Game Worlds IV - Interplay: Multiplayer Games and Virtual Worlds 生活游戏世界第四-相互作用:多人游戏和虚拟世界
December 1-2, 2008 12月1号至2日, 2008年
Georgia Tech佐治亚理工学院
Technology Square Research Building科技广场建设研究
85 5th Street, Atlanta, GA 85第五街,佐治亚州亚特兰大

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Posted in Game talk | 1 Comment »张贴在游戏交谈 | 1条评论»

Fun in class, in sex? 有趣的课堂,在性别?

October 13th, 2008 2008年10月13日

When a game designer (or student) first starts trying to define why games are “fun” they have trouble even conceptualizing it beyond “I know it when I see it.” Then they encounter Csikszentmihalyi’s Flow and/or Koster’s Theory of Fun and have this huge epiphany: Eureka, all fun comes from learning a new skill!当一个游戏设计师(或学生)第一次启动试图确定为什么游戏的“乐趣” ,他们有问题,它甚至超越概念化“我知道当我看到它。 ”然后,他们遇到奇克森特米哈伊流和/或科斯特的理论有趣的和有巨大的顿悟:尤里卡,所有的乐趣来自于学习一门新技能! Then after awhile, they enter another stage of questioning this: wait a minute, if all fun comes from skill mastery, why aren’t students driven by the promise of fun to get straight A’s in all their classes (even the poorly taught ones), since that involves mastery of the material?然后一段时间后,他们进入另一个阶段的讯问这一点:等一下,如果所有的乐趣来自于技能的掌握,为什么不推动学生的承诺得到乐趣直线A的所有班级(甚至很差教的) ,因为这涉及到掌握的材料? Why is sex fun (by some standards), and yet doesn’t involve mastery (ahem, again by some standards)?为什么性乐趣(一些标准) ,但不涉及精通( ahem ,再由一些标准) ? At any rate, you could think of this as three stages of evolution of a game designer, and different designers are going to be in different stages, and when they encounter one another there will be chaos when they start discussing the nature of “fun.”无论如何,你可以认为这是三个阶段的演变,游戏设计师,和不同的设计师将在不同的阶段,当他们遇到一个又会有混乱时,他们开始讨论性质的“乐趣。 “

Teaching Game Design: Lessons learned from SIEGE . 教学游戏设计:吸取的经验教训包围。

Some interesting questions there.一些有趣的问题存在。

  • “if all fun comes from skill mastery, why aren’t students driven by the promise of fun to get straight A’s in all their classes (even the poorly taught ones), since that involves mastery of the material?” “如果所有的乐趣来自于技能的掌握,为什么不推动学生的承诺得到乐趣直线A的所有班级(甚至教不好的) ,因为这涉及到掌握的材料? ”

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Posted in Game talk | 39 Comments »张贴在游戏交谈 | 39 条评论»

F13 interview F13采访

October 10th, 2008 二○○八年10月10日

While I was in London, an interview with F13.net came out. We also did a small key giveaway for entry into the Metaplace testing, but those are all gone.虽然我是在伦敦接受采访F13.net出来。我们还没有一个小关键赠品进入Metaplace测试,但这些都过去了。 Don’t worry, there will be more.不要担心,会有更多。 : )

We covered stuff ranging from Metaplace to academia and game studies, to the AAA MMO market.我们涵盖的东西,从Metaplace学术界和游戏的研究,对AAA级网络游戏市场。

F13: What do you make of Blow’s assertion that “modern game design is actually unethical”? F13 :你怎么使爆破的论断,即“现代游戏设计实际上是不道德的” ?

Raph: Jon’s take on the underlying mechanics of fun, from a chemical point of view, isn’t very different from mine. 拉夫乌韦:乔恩的采取的基本力学的乐趣,从化学的角度来看,是不是非常不同的地雷。 I think that Dan Cook probably said it most succinctly, that “game designers are hijacking the learning systems of the brain.” But perhaps we might tweak that to “the REWARD systems” of the brain.我认为,丹库克说,也许最简洁地说, “游戏设计师劫持的学习系统的大脑。 ”也许我们可能会调整,要“的奖励制度”的大脑。

Lots of other things accomplish this, sometimes for good and sometimes for evil.很多其他的事情做到这一点,有时好,有时邪恶。 A lot of work goes into devices and designs built to encourage gambling, for example, and if you read up on the subject, you quickly find that there’s something deeply manipulative about it.大量的工作进入设备和设计,建立鼓励赌博,例如,如果你读了关于这个问题,你很快发现,有什么东西深深地操纵了。

On the other hand, we are also tapping into that when we give someone a gold star for doing well in grade school, and this is usually used for a positive purpose.另一方面,我们也充分利用,当我们给某人金星做好小学,这通常是用于一个积极的目的。

Posted in Game talk , Gamemaking | 8 Comments »张贴在游戏交谈, Gamemaking | 8 评论»

Lessons Learned, and gaming folks using web ways 经验教训,游戏人使用网络的方式

October 1st, 2008 08年10月一日

Lessons Learned is a really good blog that gives a lot of insight into exactly all the sorts of things that I was referencing in that AGDC panel on how we have to adapt to web ways of doing things. 总结经验是一个非常好的博客,使大量的深入到底的所有各种各样的事情,我是参照AGDC小组就如何,我们必须适应网络的方式做事。 Be sure to read through the archives.一定要通读档案。

I commented on that panel that the notion of doing things like A/B split testing is sort of foreign to game developers.本人评论该小组的概念,做事像A / B分割测试是一种陌生的游戏开发商。 But it’s something incredibly powerful when correctly applied.但是,一些难以置信的强大时,正确适用。 But it’sa little hard to conceive of saying “the combat rules are different from fight to fight.” The commonest form of game A/B testing is alternate rule shards, which is a huge investment and is far too large and game-adjusting an approach to really be used as a split testing factor.但是,这是很少很难想象说: “作战规则是不同的斗争,以斗争。 ”最常见的形式,游戏的A / B测试是候补规则碎片,这是一个巨大的投资,远远过于庞大和游戏调整一种办法,真正被用来作为分割测试的因素。

It’d be worth pondering what sorts of split testing could be fruitfully brought into the game world, given how useful a tool it is.这很值得深思什么样的分割测试可能是富有成效的带入游戏世界,由于多么有用的工具是。 Of course, part of the barrier for game teams in the large-scale MMO world is that clients are updated via patches, not streaming, and there is no good mechanism typically for patching only half the clients, or some such.当然,一部分的障碍比赛球队在大型网络游戏的世界是,客户通过更新补丁,而不是流,没有良好的机制补丁通常只有一半的客户,或者一些这样的。 But imagine having taken the original SWG UI icons and the more colorful NGE revamp, and upgrading only half the users — and then seeing whether the control or the new design have better metrics.但是,可以想象采取了原来的子工作组的UI图标和更丰富多彩的民营企业改造和升级只有一半的用户-然后看到是否控制或新的设计有更好的指标。

There’sa level of commitment that we feel when making game changes that we should try to avoid.还有的承诺水平,我们认为比赛时的变化,我们应该尽量避免。 After all, successful game design in the early stages of prototyping and platytesting involves killing lots of sacred cows, often making big shifts in how things are played.毕竟,成功的游戏设计的早期阶段原型和platytesting涉及杀害大量的神圣不可侵犯,往往使大的变化是如何发挥的东西。 But we tend to see patches as a case where “it’sa big deal if we have to revert.” Part of the web way is acknolwedging the frequency of mistaken hypotheses.但是,我们往往看到补丁的情况下, “这是一个大问题,如果我们回头。 ”部分的网页的方式是acknolwedging频率的错误假设。

Posted in Game talk | 10 Comments »张贴在游戏交谈 | 10评论»

A Theory of Fun is available again on Amazon 理论趣味可再次亚马逊

August 29th, 2008 2008年8月29日

This is a nice blog anniversary surprise!这是一个好博客周年惊喜!

I don’t know for how long, or why (maybe the publisher stuff is sorted out? Maybe someone found a cache of them hidden under a mossy rock north of Pirate Cove) — but it’s claims 1-3 weeks shipping time, and it’s $17.24, and it’s not used copies.我不知道多长时间,为什么(也许是出版商的东西整理?也许有人发现了其中的缓存藏在长满青苔的岩石海盗北部湾) -但它的要求航运1 -3周时间,这十七点二四美元,它不使用副本。 As you may or may not know, it’s been out of print since last October or so, and copies have been going for as high as $300.正如你可能不知道,它已经绝版自去年10月左右,和副本一直为高300美元。

If you’ve been waiting, now might be the time to order it!如果你一直在等待,现在可能是时间顺序吧!

Theory of Fun for Game Design @ Amazon 有趣的理论为游戏设计@亚马逊

BTW, if any current owners want to review it, it could use some fresh reviews…生物及毒素武器,如果有的话目前业主要进行审查,它可以利用一些新的评语...

Posted in Game talk , Writing | 13 Comments »张贴在游戏交谈, 写作 | 13 条评论»

Red 5’s chasing the persistence dream 红5的持续追逐梦想

August 25th, 2008 2008年八月25日

Once upon a time, there was an acronym we used for certain sorts of virtual worlds.很久以前,有一个缩写,我们用于某些类型的虚拟世界。 We called them PSW’s, for “persistent state world.”我们呼吁这些密码的,为“持久状态的世界。 ”

Most virtual worlds today don’t actually have persistent state.多数虚拟世界今天实际上并不具有持续的状态。 Oh, your characters do, but not the world.哦,你的字符做,但不是世界。 In fact, the ability to affect the world has fallen dramatically since the days of Meridian 59 and Ultima Online .事实上,有能力影响世界的急剧下降,因为天的子午线59和网络创世纪 M59 featured shifting political balance, and UO had full world state persistence. M59功能转移的政治平衡,并有充分的UO世界状态存在。 If someone killed Bob the baker, he was gone .如果有人死亡鲍伯的贝克,他已经走了。 If you dropped something on the ground, it stayed there until it rusted away (or more likely, someone came along and grabbed it — and that someone was just as likely to be a monster as it was a player).如果您下跌的东西在地面上,它在那里呆了,直到生锈以外(或更有可能,有人来到沿线和抓住它-以及有人一样可能是一个怪物,因为这是一个球员) 。

It took half an hour to 45 minutes to save all of the world state in UO, by the way.经过半小时至45分钟保存世界所有国家在UO ,由方式。 Which meant rollbacks to your character if the server crashed.这意味着回滚到您的性格如果服务器坠毁。 : )

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Posted in Game talk | 88 Comments »张贴在游戏交谈 | 88条评论»

Rohrer article: Testing the Limits of Single-Player 罗雷尔文章:测试界限单播放器

August 8th, 2008 2008年8月8日

Testing the Limits of Single-Player is a cool article by Jason Rohrer which messes around specifically with the game grammatical notion of the “opponent” — basically, questioning the boundaries of single-player games, and how deep they can be, compared to multiplayer games. 检测界限单播放器是一个凉爽的文章杰森罗雷尔该餐厅周围特别是与游戏语法概念的“对手” -基本上,质疑的边界单一游戏,并有多深,他们可以比较多人游戏。 It’s interesting because it not only explores it from a design theory point of view, but then goes on to offer up a game prototype exploring the issues.这很有趣,因为它不仅探讨了它从设计理论的观点,但接着提供了一个游戏原型探讨的问题。 Very cool.非常酷。

Posted in Game talk | 4 Comments »张贴在游戏交谈 | 4 评论»

A game designer’s core skills 游戏设计师的核心技能

July 9th, 2008 08年7月9日

The two hardest and most critical skills for a game designer (IMHO): 这两个最难和最关键的技能,游戏设计师( IMHO ) :

  • Be able to see the game with no hint of artwork, music, sound, anything — the bare rules, bare mechanics, bare actions, stats, feedback loops. 可以看到比赛没有暗示艺术品,音乐,声音,任何 -裸露的规则,裸力学,裸露的行动,统计信息,反馈回路。 The skeleton, the core, the bone and sinew of it, without any dressing, as a shifting, moving mechanical construct of guy wires and rigid struts. 骨骼的核心,骨和肌腱的它,没有任何敷料,作为一个移动,移动的机械构造的家伙电线和僵硬的支柱。 It’s not an attack, it’s force projection, it’s territory control in a graph. 这不是攻击,这是兵力投射,它的领土控制在一个图。 And you can see it in your head, and when a feature gets proposed, you can see where it slots in — or not, and know whether the whole construct will tip over. 你可以看到它在你的脑袋,当一个功能得到建议,你可以看到它插槽-或没有,知道整个建设将翻倒。
  • Be able to see the game without any mechanics, any rules, any knowledge of how it should play — to approach it as a user experience, the magical moment of immersion, the confusion, the dazzle and colors, the sheer sense of possibility and play. 可以看到比赛没有任何机械,任何规则,任何的知识应如何发挥 -来处理它作为一个用户体验,神奇的时刻浸泡的混乱,耀眼和颜色,纯粹意义上的可能性,并发挥。 The skin, the surface, the way the music will swell when you step through that door, the way that moving will FEEL, the way the possibilities unfold. 皮肤,从表面上看,这样的音乐将膨胀当你一步通过这一门,移动的方式将感觉,道路的可能性展开。 To know where someone would be confused, to know where they will be led, to see the whole construct as an innocent. 要知道有人会混淆,知道他们将在那里领导,看看整个建设作为一个无辜的。

And a great designer? 和一个伟大的设计师? They should be able to see both in their head at once. 他们应该能够看到在其头部一次。

Posted in Game talk | 39 Comments »张贴在游戏交谈 | 39 条评论»

Supernova 2008: All the World’sa Game video 超新星2008年:所有World'sa游戏视频

July 3rd, 2008 2008年7月三日

Video has been posted of the “All the World’sa Game” panel at Supernova from a few weeks back. 视频已发布的“所有的World'sa游戏”小组在超新星从几个星期回来。 (I previously blogged about a summary written by The UpTake Blog ). (我以前的博客上讲述摘要撰写博客的摄取 ) 。 Now you too can see the arguments over dorodango现在你也可以看到争论dorodango ...

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