Just resigned at home, I'm very idle, so I decided to get blog and play, the first article, borrow a title of an article in a certain mass software a long time ago. It is very close to you, write this place, and really make people.
Today, I lying on the bed, a book I bought a book. "Top game design: Texture game world" is overlink, disappointed, original, domestic abroad's book about game book is difficult, before At the time, a "game design: principle and practice", the quality is not bad, the main reason is that the original written is written, although some problems, but in general, it is OK, and it is Yudong, This name is quite familiar, it seems not bad.
However, this "top game design" is also the same as the electronic industry publishing, but the quality is indeed too bad. I feel that the original original is not very good. I know how to get four stars in Amazon (Impression It is not necessarily accurate), and the quality of translation is also very bad. The translator is a lot, and when it is, it is not to get in touch with the game, let alone professional. Even the professional vocabulary of some computers is inexplicably, and it is very angry.
The original is not good, the title is a scary -ultimate game design, but in fact, this book basically doesn't talk about "pure" Game Design, but the East, Western, Western, the game All things made, all the time of the horse ran away, look down, there is no harvest in the root, maybe some use of beginners, but do not match the name, waste time, waste money.
In my opinion, the Chinese version of this book is the only thing that is a little value of each chapter. Chapter 10 is the interview record of Bill Roper, which is especially exciting, and it is taken here.
About game design ideas:
"Many of the game designers of many games know that in making games are the most advanced technology, or the most beautiful artwork, or the smartest artificial intelligence, or use the most strange, most creative techniques. But there is no fun in the game. There is a point of view that it is always correct: make a game you like to play again, and don't forget the game's design should be people's understandable, easy to involve and Ability to put emotional things. "
About test game GamePlay and prototype production:
"One of the best way you can use is to find some way to show those core ideas that can represent the game. ... In addition to the sound design concept and philosophical, there are some things you don't know if they are trying. Interesting unless you actually play last, this stage is achieved as soon as possible - even is a most basic implementation - it is also necessary. "
When talking about game design philosophy:
Bill emphasized: "Easy to play, hard, interesting". This is really too incisive.
A metaphor for the intelligence of the game tool:
After the positive discussion, Bill played a popular approach: "If you have 10 friends, you can remember their names and phone numbers. If you have 50 ~ 100 friends, then you need a pen. And a notepad, if you have 10,000 friends, you need a phone book, a method of organizing various operations to facilitate calls. "