
Ваша оценкаГеймдизайн. Рецепты успеха лучших компьютерных игр от Super Mario и Doom до Assassin's Creed и дальше
Цитаты
Ashley1712 августа 2018 г.Try this antidote for the fallacy of vision: instead of trying to envision the best experiences generated by a game, try to envision the worst. Carefully picture every frustrating failure, boring grind, and unclear interaction. This takes more cognitive effort than picturing a wonderful movie in the mind. But it is far more informative because it shows us a balanced picture of the game instead of cherry-picking the best outcomes.
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Ashley175 августа 2018 г.Читать далееTraditional rock-paper-scissors has three viable strategies. But there is also a version of the game called rock-paper-scissors-lizard-Spock (my favorite outcome is “paper disproves Spock”). That version has five strategies, and all of them are viable because each has an equal chance of winning. And we can easily add more and more symbols to this game, up to an arbitrarily large number of viable strategies. But are we improving the game’s balance? Of course not. The game is no deeper than before. It’s just more complex. Adding more viable strategies didn’t make the game better.
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Ashley172 августа 2018 г.Mental skill is all about predicting and manipulating his mind better than he can predict and manipulate yours. This is the pokerlike end state of most limitlessly deep games, and it is the reason most limitless games are multiplayer — because a person can learn nearly any game system, but he can never fully understand another human mind.
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Ashley172 августа 2018 г.Читать далееEventually, I got good at predicting movements. Map knowledge was easy, and aiming challenges were a nonissue. But Unreal Tournament wasn’t done. It reinvented itself again, into its final, consummate form: a pokerlike game of psychological trickery. I knew what my options were, and what my opponent’s options were, and how each of these options interacted. He knew all of this, too, and I knew that he knew, and he knew that I knew. When both players have a crystal-clear map of the mechanical game in their heads and the understanding to make near-perfect choices, the only thing left to manipulate is the mind itself. So Unreal Tournament became about provoking emotional outbursts, mixing up strategies to remain unpredictable, reading the opponent’s mind better than he can read yours. It became about wrapping your mind around his and destroying him. I never mastered that final reinvention because it is limitlessly deep.
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Ashley1721 июля 2018 г.Читать далееFor most of history, there were no game designers, and games were pieces of folk culture passed down through generations and enjoyed mostly by children. When adults played, it was typically as a short reprieve from their harsh, bland lives. In such a primitive environment, nobody needed a better term than fun to describe good games.
Today, we have more technology, professional game designers, and game players with ever-diversifying emotional appetites. To do our jobs well, designers must use more than one global term. Fun can’t possibly describe the diversity, power, and nuance of game-driven emotions. It would be like a chef describing every dish as either “tasty” or “tasteless.”
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evgeny_mayakovsky19 августа 2016 г.There's nobody who thinks less than the one who believes he knows everything.
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evgeny_mayakovsky10 августа 2016 г.A plan can take away the anxiety of being unsure by creating a false sense of certainty about the future. But as the philosopher Nassim Taleb says, if you want to relax, have a drink, don’t make a forecast — reckless forecasting is far more dangerous.
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