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(2010-12-30 11:44)
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杂谈

Consolidation of the Industry 

行业竞争越来越大,随着行业正规化,便出现了购并和合并。

As the industry becomes more competitive, buyouts and consolidations will take place as the industry normalizes.

许多合并意在形成一个整合的,多样化的发行和分销行业。很多收购都着重于取长公司的长处来弥补收购公司的不足。随着争抢零售商货架空间的战斗不断升级,行业合并也无止无息(雅各布森,1999)。

Many of the acquisitions have been aimed at forming a vertically integrated, diversified publishing and distribution business. A lot of the acquisitions have focused on smaller companies with special expertise, to complement the acquirer's business. Consolidation in the industry will continue as the battle for leverage with retailers for shelf space intensifies (Jacobson, 1999).

产品 The Products

 

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(2010-09-27 09:22)
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杂谈

 

游戏产业概述Overview of the Game Industry 

游戏产业的真实情况是什么样的?即便你身处此行业,你确实知晓此行业的真实情况吗?你长时间在一个小的游戏公司工作过吗?你是大部分时间做自由职业或自主经营吗?你是坐在办公室只关注自己的工作而忘了偶尔环顾一下四周看看周围发生的一切?根据工作地点和你想要工作的地点,这个产业会有所不同。为了使你更好的了解此行业,第一章对游戏产业做了一个简要的概述,包括此行业都发生了什么,如何运行,要关注什么。

So what is the game industry really like? Even if you're in the industry, do you really know what it's like? Have you worked in the industry at a small company the entire time? Have you worked freelance or for yourself, for the most part? Do you sit in your office, doing your job, forgetting to look around once in a while and seeing what is going on around you? Depending on where you workor where you

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战术学习Tactical Learning

随着玩家练习技能,深入了解游戏中的问题,他们开始了解解决问题或部分问题的顺序。战术学习指的因为人们学习熟悉解决问题各个步骤的顺序而做出的改进,这些解决步骤可以用于许多问题中。玩家有能力解决问题之前,他们遇到这些问题的次数越多,就越容易解决它。许多RTS游戏就是采用这样的方式。许多RTS游戏都是这样设计的,不是很熟练的玩家必须在一个级别当中玩几次才能理解游戏中的问题,然后必须玩更多次才能解决这些问题。然而这种方法并不是完美的,在游戏过程中要不断考虑战术学习,还需要了解玩家的平均水平。
As players practice skills and problems in a game they come to learn the sequence of moves required to solve the problem or portions of the problem. Tactical learning refers to the improvement that comes about because people learn familiar subsequences of problem solving steps that appear in multiple problems. Players are able to solve problems more easily, the more often they encounter it, until they are able to overcome it. Many RTS games take this approach. The desi

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经典条件作用Classical Conditioning

与习惯性不同,经典条件作用涉及预知重大事件发生条件的学习。通过这种方式我们学会了很多东西。游戏是关于模式识别,是经典条件的基础。比如,如果玩家走到游戏中的一个关卡,报警声响起,10秒钟之后,玩家搭乘的船爆炸而玩家被炸死,宣告死亡,那么当他们再次开始玩游戏的时候,当报警声响起,玩家最好跑到逃生吊舱。这种特殊事件就是经典条件作用,但如果你显示给玩家逃生吊舱的指示牌,并且很近,也可以奏效,因此玩家可以找到解决谜题的办法。
Unlike habituation, classical conditioning involves learning about the conditions that predict that a significant event will occur. We acquire a lot of out learning this way. Games are about pattern recognition, which is the basis for classical conditioning. For instance, if you’re walking through a level in the game, and an alarm goes off and then 10 seconds later, the ship you are on begins to explode which kills you, the player will die and then realize when they play the game the second time, and the alarm goes off th

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心理学101 Psychology 101

心理学和游戏策划的话题就可以写一到两本书。对于我们来说它的概念和理论就像科学一样。认识到它是一门科学很重要。大多数这些话题就是我们对概念的理解,但从未真正认识到概念背后的公式和科学数据,所以我在讨论这个问题时,我就会说明一些概念背后的确切公式和科学研究,但如果你有兴趣学习更多这门学科的知识,有很多巨著可以拜读。这些话题是关于为什么游戏会变得重复的一些基本话题。你可能还需要读关于强化日程以及工作方法的文章或书籍,更好的理解怎样准备将新项目加入游戏中的时间,从而使玩家继续玩游戏。
The topic of Psychology and game design could fill a book or two of it’s own. It is as much of a science as it is a concept or a theory for us. It’s important to understand that it is a science. Most of these topics are things we may understand the concept of, but never really realize that there are actually formulas and scientific data to backup our concepts. So when I talk about some of this, I may not go into the exact formulas and scientific research behind it, bu

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Movement移动

How you move about in a level is related to the dead space issue above.
玩家在关卡中的移动方式与上面谈论的dead space有关。

Games like Dynasty Warriors, have a lot of problems with running around a level for a long time looking for the person you need to fight. You also have the problem when you run low on health, since you’re given health randomly by enemies after you defeat them, or you can find it in sparsely placed boxes. You can’t afford to fight people when your health is low, so you have to go look for it, which can take forever, especially when you’re avoiding a fight. Other games can suffer from a similar problem when you have to obtain health or healing from a far away place. Diablo 2 and Neverwinter Nights solved this by giving you a teleport spell, which allows you to return and heal whenever. While this may seem too easy, there is a cost, but it keeps the game moving forward with only a s

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Boring Levels无聊的关卡

Levels are boring for a lot of different reasons. It’s very hard to make levels which are well balanced, fun, challenging and interesting.
有很多原因会造成关卡很无聊。很难使关卡保持平衡,具有趣味性,富于挑战与吸引力。

No Originality缺少新意

Levels which seem to be the same time and time again, either in look or layout will get very repetitive. It’s good to make sure that the objectives, goals, look, feel and game play of each level is as distinct as possible, especially if you’re reusing art or levels. You need to make sure that players want to keep going from one level to the next.
看起来总是一样的关卡,无论外观还是布局都是重复的。最好确保每个关卡的目的,目标,外观,感觉以及游戏性都是独一无二的,尤其是重复使用美术和关卡。你要确保玩家不断想从一个关卡进入下一个关卡。

Repetition重复性

It’s also possible for levels to become very repetitive. Mario Sunshine drives me crazy. You have to play through e

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Weapons & Abilities武器&技能

In the majority of action games these days, you’re bound to have some kind of a weapon. Whether it is a hand to hand weapon, shoots projectiles, launches missiles, fires a laser, drops a bomb or does any one of a million different possible attacks, the problem is often the same. Many games have weapons which are either too few, too limited in their use, too similar or too realistic to add a lot of depth to the game. If you’re making a realistic game like Medal of Honor, then you may not have too many choices in your selection of weapons and your job is going to be a lot harder. Weapons can also take the form of magic and other kinds of

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Emergent Game Play即时游戏性

There is another reason for establishing rules and relationships in games. Another kind of game play rules is called Emergent Behavior. Emergence is defined as something new: appearing, arising, occurring, or developing, especially for the first time. Therefore Emergent game play is basically when you have a global set of rules, but these rules can interact with each other in a wide variety of different ways. Grand Theft Auto 3 is the best example of a game which is primarily bas

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Minimizing Repetitive Play in Action Games
减少动作类游戏中的重复

By Troy Dunniway 

 

“That which is static and repetitive is boring. That which is dynamic and random is confusing. In between lies art. - John A. Locke
“一成不变和千篇一律的东西令人乏味,变化莫测和随意的东西使人困惑,艺术便过渡于两者之间。” - John A. Locke

 

One of the most common problems that we’re seeing in many action games today is how to make them fun for a long time. A majority of the action games on the market can have a tendency to become very repetitive or boring after only a few hours of game play. This problem usually is the fault of the game design.
当今许多动作类游戏存在的最普遍问题就是如何保持游戏的长期趣味性。市面上的大部分动作游戏只要玩上几个小时便会感觉重复无聊。这种现象通常要怪到游戏策划的头上。

There are man

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