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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

Press 新闻
Excerpts 节录

从亚马逊购买

After the Flood 在洪水

在洪水CD封面

Available on CD 可在光盘
$14.99 14.99美元


More stuff to buy 更多的东西买

莫霍克企鹅T恤

Mohawk Penguin 莫霍克企鹅
Ash Grey T-Shirt 灰灰色T恤
$16.99 一十六点九九美元


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LegendMUD LegendMUD

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"The world the way they thought it was..." “世界的方式,他们认为这是... ”


获取Firefox

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»

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»

PlayCrafter: another snap-together game maker PlayCrafter :另一个单元一起游戏制造商

July 22nd, 2008 08年七月22日

PlayCrafter is launching open alpha, joining all the others : Sims Carnival , Gamebrix , Popfly … Looks to me like they lean heavily on Box2d . PlayCrafter推出开放式α ,加入所有其他模拟人生嘉年华, GamebrixPopfly ...看来,我就像他们倚重Box2d

One of the things about all of these is that they almost force a game grammar approach to things, in a way.一个事情所有这些是,他们几乎武力游戏语法办法的事情,在某种程度上。

Posted in Game talk | 9 Comments »张贴在游戏交谈 | 9 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. 它们应该能够看到这两个在他们头部一次。

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

Game grammar in action: AOC’s DPS bug 游戏语法行动:冠捷的错误的DPS

July 3rd, 2008 2008年7月三日

At this point, everyone is talking about the Age of Conan issue with DPS.在这一点上,大家都在谈论科南时代的DPS问题。 In short, they tied doing damage to a trigger in the animation sequence, which meant that slower animations would do damage at a different rate than faster ones.简言之,他们并列,不损害引发的动画序列,这意味着较慢的动画会损害在不同速度比快的。 And all the female combat anims are slower, so all the female characters do less damage per second.和所有的女性都打击anims慢,因此所有的女性角色不这样做损害每秒。

From a game grammar point of view, this is a clear example of getting the wrong end of the stick. Recall the distinctions between the “salad” and the “dressing” of a game — the “salad” is the actual game, and it can be represented in many different ways .从比赛语法的角度来看,这是一个明显的例子让错误的结束棒。 召回之间的区别 “色拉”和“修整”的游戏-在“色拉”是实际的游戏, 它可以代表许多不同的方式

In particular, you can certainly take the typical MMO combat game, even the realtime varieties, and model the game proper with cards, dice, or numeric outputs.特别是,你当然可以采取典型的网络游戏打击游戏,甚至是实时的品种,并示范正确的游戏卡,骰子,或数字输出。 In fact, hardcore players often do the latter in order to analyze how they are doing, because it’s easier to run statistical analysis on text logs than on 3d graphics.事实上,核心球员往往后者以分析它们是如何做的,因为它更容易运行统计分析的文字记录,而不是三维图形。

As I have said before, if you get the “salad” right, then the dressing — the storyline, art, music, characters, setting, theme — can only serve to enhance. Start with the experience design, and if your core is rotten or an afterthought, you’ll be putting lipstick on a pig.正如我以前说过,如果你的“色拉”权,然后梳妆-的故事情节,艺术,音乐,人物,环境,主题-只能加强。开始与设计的经验,如果您的核心是烂或事后,您就使口红的猪。

Folks working on teams tend to push for the primacy of their own discipline, and these days, with so many games being primarily about experience design and not about game design, it’s easy to put experience design at a higher priority than the mechanics.民间工作团队往往争取的首要自己的纪律,这些天,这么多场比赛主要是设计的经验,而不是对游戏设计 ,很容易把体验设计在一个更高的优先地位高于技工。 An animator is not going to want to be told that his carefully crafted ten second animation may be sped up and played in one second.动画师是不会想告诉他精心十秒动画可能会加快,并发挥在一秒钟。 He will rightly point out that a human being making a motion in one second versus ten stands very differently, and distributes weight in a different way, and that therefore the animation.他将正确地指出,一个人的决策动议,在1秒钟内与10个非常不同的立场和分销权以不同的方式,因此动画。

But the only reason to do the animation in the first place is to convey that the action happened .但是, 唯一的理由这样做的动画,首先是转达这一行动发生。 It is a piece of systemic feedback, comparable to turning a Magic card 90 degrees, or tipping over the king in a game of chess.这是一张全身的反馈意见,比较变成魔术卡90度,或倾斜的国王在一盘棋。 You might as well light up a green light over the stick figure’s head.您可能也亮起了绿灯在坚持数字的头部。 For that matter, the question of whether or not the character is female or not is also purely an aesthetic choice.对于这个问题,这个问题还是没有的特点是女性或不还纯粹是一个审美的选择。 They could be red or black checkers and play the same.它们可以发出红色或黑色跳棋和发挥相同的。

Just yesterday, I was commenting that there are two rare and vital skills a game designer needs to acquire: the ability to see the game in their head with no dressing at all; and then the ability to see the game in their head with no mechanics at all, as a player sees it.就在昨天,我是在评论,有两种罕见的和至关重要的技能游戏设计师需要掌握:能够看到他们的比赛中头部,没有更衣室所有; ,然后有能力看到他们的比赛中头部没有力学在所有,作为一个球员认为。

Posted in Game talk | 40 Comments »张贴在游戏交谈 | 40 条评论»

Do players know what they want? 这样做的球员知道自己想要什么?

July 2nd, 2008 2008年七月2号


There has been a lot of criticism towards the game industry, accusing them of being unoriginal.出现了很多批评对游戏产业,指控他们对非独创。 Sequels, sequels, everywhere.续集,续集,无处不在。 Diablo 3, Starcraft 2, GTA 4, Halo 3, The Sims 3, Far Cry 2, Fallout 3, not to mention the annual versions of various sports games.暗黑3 ,星际争霸2 ,横行霸道4 ,光晕3 ,模拟人生3 ,孤岛惊魂2 ,辐射3 ,更不用提年度版本的各种体育比赛。 Why can’t game companies be more original?为什么不能游戏公司更加原始? Because game companies are doing exactly what they are supposed to be doing, making the games that players want, and the players don’t want original games.由于游戏公司正在做什么,他们理应是这样,使比赛的球员想要的球员不想让原来的游戏。

— Tobold’s MMORPG Blog: Follow the money -T obold的游戏作者:后续资金

If I say to you, “do you want chocolate ice cream?” you probably say yes.如果我对你说, “你想巧克力冰淇淋? ”你可能说Yes 。 If I say to you “do you want more chocolate ice cream, this time with sprinkles on top?” you probably still say yes.如果我对你说“你想要更多的巧克力冰淇淋,这个时间与sprinkles上? ”你可能仍然答应。

If I say “by the way, there’s also this mango sorbetto,” you may or may not try it.如果我说“的方式,也有这个芒果sorbetto , ”你可以或不可以尝试。 But you aren’t going to ask for mango sorbetto without prior knowledge of its existence.但是,你不会要求芒果sorbetto未经事先了解它的存在。

Read the rest of this entry » 阅读其余本条目»

Posted in Game talk | 50 Comments »张贴在游戏交谈 | 50 条评论»

Core of Fun audio 有趣的核心音频

March 4th, 2008 2008年3月4号

ETech is on this year again, and this time I am not attending — too busy at work, even though it’s right here in town. ETech是今年再次,这一次我不会出席-太忙于工作,即使它的权利在城镇。 Alas!唉! Lots of friends are here and I won’t get to see most of them.很多朋友都在这里,我将无法看到其中的大多数。

Coincidentally, my keynote there from last year on The Core of Fun is now available as audio from IT Conversations as a free download or stream.巧合的是,我的主旨,从去年的核心乐趣 现已音频从IT会话免费下载或流。

Boy, it’s weird to listen to yourself!男孩,但奇怪的听你自己!

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

GDC08 is over GDC08结束

February 23rd, 2008 2008年二月23日

Highlights for me:聚焦对我来说:

  • “You’d have to go to Poland to get this dish anywhere else.” — comments around the table as we ordered the “Polish sausage, Hunan style” at Henry Hunan’s on Natoma St. Read the rest of this entry » “你必须去波兰获得本盘其他地方。 ” -评论围着桌子,我们下令“波兰香肠,湖南风格”亨利在湖南的纳托马街其余读这个条目»

Posted in Game talk | 12 Comments »张贴在游戏交谈 | 12 条评论»

GDC2008: Master Metrics GDC2008 :主数据

February 20th, 2008 08年2月二十日

Master Metrics: 主指标:
The Science Behind the Art of Game Design 背后的科学艺术的游戏设计

Dan Arey and Chris Swain, USC School of Cinematic Arts丹Arey和克里斯温,南加州大学的电影艺术

Our purpose in putting this together — we are game designers, and this is directed at you as game designers.我们的目的在把这个一起-我们是游戏设计者,这是针对你的游戏设计者。 We got a survey from different folks in the industry about measurement-based design techniques, how they are used to create better play experuiences.我们得到了一个调查从不同的人在业界的测量为基础的设计技术,它们是如何用于创建更好地发挥experuiences 。 They mostly involve analytics and measuring player behavior.他们大多涉及的分析和衡量球员的行为。

Method: talked to a lot of people we know, wanted to cover a lot of design aspects.方法:跟很多人我们都知道,要支付大量的设计方面的问题。 Not intended to be a Best Of list, and if you have metrics-based techniques to share, let us know!不是要最好的清单,如果您有数据为基础的技术分享,让我们知道!

Important: these are tools to assist the creative process.重要的:这些都是工具,以协助创作的过程。 period.期。 We do not think you can or should put a formula on game design.我们不认为你可以或应当把一个公式的游戏设计。
Read the rest of this entry » 阅读其余本条目»

Posted in Game talk | 5 Comments »张贴在游戏交谈 | 5 评论»

40 ways to be a better (game) designer 40个方法是一个更好的(游戏)设计师

June 26th, 2006 2006年6月26号

I’m always looking for ways to become a better game designer.我一直在寻求成为一个更好的游戏设计师。 I frequently think I am no good at it, after all.我常常觉得我没有好它,毕竟。 (Just ask in random forums such as Blue’s News or the Fires of Heaven guild forums). (只要问随机论坛,如蓝色的新闻或火灾天堂公会论坛) 。 So it’s with interest that I read articles like 50 ways to become a better designer .所以,有兴趣,我喜欢阅读文章50如何成为一个更好的设计师。

Much of the list isn’t directly applicable, but some of it is, and it inspires a list of my own, centered around games.大部分的清单是不能直接适用,但有些是,它激发的名单我自己的,围绕着游戏。 Not exhaustive, and probably not even accurate, but stuff I have often helped myself with.并不详尽,而且可能甚至不准确的,但东西我常常帮助自己的。 Many are cribbed and adapted.许多人cribbed和调整。

Read the rest of this entry » 阅读其余本条目»

Posted in Game talk | 111 Comments »张贴在谈论游戏 | 111评论»