The Art of Game Design: A Book of Lenses

Jesse Schell

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"Design principles will come from everywhere because design is everywhere, and design is the same everywhere"
Sayfa 27
We bury important things deep inside ourselves, and when something causes them to resonate, it shakes us to our very core.
Önemli şeyleri içimizin derinliklerine gömüyoruz ve bir şey onların yankılanmasına neden olduğunda, bu bizi özümüze kadar sarsıyor.
Reklam
"I will talk to you of art, For there is nothing else to talk about, For there is nothing else. Life is an obscure hobo, Bumming a ride on the omnibus of art. "
Sayfa 20 - Maxwell H. Brock
Yorumlarda çevirdim.
"Listening. The most important skill for a game designer is Listening. Game designer must listen to many thing. To listen with a silent heart, with a waiting open soul. Without passion, without desire, without judgment, without rebuke."
Sayfa 5
"There are certain feelings: feelings of choice, feeling of freedom, feeling of responsibility, feelings of accomplishment, feeling of friendship , and many others, which only game-based experiences seem to offer. This is why we go through all the trouble - to generate experiences that can be had no other way"
Sayfa 12
We create an artifact that a player interacts with, and cross our fingers that the experience that takes place during that interaction is something they will enjoy. We never truly see the output of our work, since it is an experience had by someone else and, ultimately, unsharable.
Reklam
FOCUS ON FUNDAMENTALS
As well as a focus on classic games, this book will strive to deliver the deepest and most fundamental principles of game design, as opposed to genre-specific principles (“Fifteen tips for a better story-based first-person shooter!”), because genres come and go, but the basic principles of game design are principles of human psychology that have been with us for ages, and will be with us for ages to come. Well-versed in these fundamentals, you will be able to master any genre that appears, and even invent new genres of your own. As opposed to other books on game design, whose goal often seems to be to cover as much ground as possible, this book will not strive to cover ground, but to teach you to dig in the most fertile places.