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Jesse Schell Sözleri ve Alıntıları

Jesse Schell sözleri ve alıntılarını, kitap alıntılarını, en etkileyici cümleleri ve paragrafları 1000Kitap'ta bulabilirsiniz.
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.
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"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."
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"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"
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"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
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Marcel Proust
The voyage of discovery is not in seeking new landscapes but in having new eyes.
You might well ask what is so special about games, compared to other types of experiences, that require us to get into all of this touchy-feely experience stuff. And really, on one level, there is nothing special about games in this regard. Designers of all types of entertainment-books, movies, plays, music, rides, everything-have to cope with the same issue: How can you create something that will generate a certain experience when a person interacts with it? But the split between artifact and experience is much more obvious for game design than it is for other types of entertainment, for a not-so-obvious reason. Game designers have to cope with much more interaction than the designers of more linear experiences. The author of a book or screenplay is designing a linear experi-ence. There is a fairly direct mapping between what they create and what the reader or viewer experiences. Game designers don't have it so easy. We give the player a great deal of control over the pacing and sequence of events in the experience. We even throw in random events! This makes the distinction between artifact and experience much more obvious than it is for linear entertainment. At the same time, though, it makes it much harder to be certain just what experience is really going to arise in the mind of the player. So, why do we do it? What is so special about game experiences that we would give up the luxuries of control that linear entertainers enjoy? Are we simply masoch-ists? Do we just do it for the challenge? No. As with everything else game designers do, we do it for the experience it creates. There are certain feelings: feelings of choice, feelings of freedom, feelings of responsibility, feelings of accomplishment, feelings of friendship, and many others, which only game-based
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