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- For most of history, there... «Designing Games: A Guide to Engineering Experiences»For most of history, there... «Designing Games: A Guide to Engineering Experiences»
For most of history, there... «Designing Games: A Guide to Engineering Experiences»
Ashley1721 июля 2018For 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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