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How Game Designers Create Systemic Games | Emergence, Dynamic Narrative and Systems in Game Design 4 года назад


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How Game Designers Create Systemic Games | Emergence, Dynamic Narrative and Systems in Game Design

In this video, we examine how Game Designers craft systemic games and emergent gameplay by using systems, complexity theory and dynamics. Emergence is the phenomena where the whole that is a game is more than the sum of its parts, and in this video, we examine how designers have to exercise second order thinking to create these systems. We also propose a taxonomy for different types of emergence, strategic, systemic and narrative emergence, and try to navigate our understanding of them all Support the channel on Patreon   / gameoveranalyser   Systemics design requires an understanding of both emergence and complexity theory, and this is a skill that designers have to actively cultivate. Genres like the immersive sim, real time strategy ,turn based strategy as well as stealth games all use systemic elements, with each requiring different design subtleties. Even games like Dwarf fortress and zelda, breath of the wild use systemic design in different measure, and in this video, we try to generate a unifying framework that unite the design subtleties of all these genres under one rubric. We also examine prominent designers in this space, including Sid Meier, Will Wright, Jonathan Blow and Warren specter, and examine their unique approach to systemic design and emergent games. Sources -Jonathan Blow Truth in game design    • Jonathan Blow - Truth In Game Design   -Rules of play Katie Salen Eric Zimmerman -The Web of life Fritjof Capra -Sid Meier Interesting decisions    • Sid Meier's Interesting Decisions   -Will Wright dynamics for game designers    • Will Wright's Dynamics for Designers   -Jonathan blow the main conflicts of modern game design    • Jonathan Blow: Conflicts in Game Desi...   -Mechanics dynamics aesthetics https://users.cs.northwestern.edu/~hu... -Alessia Leidacker Systems are everywhere    • GCAP 2016: Systems Are Everywhere - A...   -Breaking conventions with the legend of zelda    • Breaking Conventions with The Legend ...   -Game Mechanics: advanced game design Ernest Adams -Advanced Game design: A systems approach, Micheal Sellers Nels anderson How systems will save us all    • Видео   -Steve Lee Holistic level design    • An Approach to Holistic Level Design   -Leave enough room GDC talk    • Leave Enough Room: Design that Suppor...   -Zachtronics gdc    • Open-Ended Puzzle Design at Zachtronics   -Ian bogost persuasive games -Civilization post mortem    • Classic Game Postmortem: Sid Meier's ...   -Deus ex postmortem    • Classic Game Postmortem: Deus Ex   -Rimworld postmortem    • RimWorld: Contrarian, Ridiculous, and...   -Hamlet on the holodeck janet murray -The open and the closed, games of emergence and games of progression https://www.jesperjuul.net/text/opena... -Ken levine narrative legos    • Ken Levine On 'Narrative Lego'   -Jesse schell the future of storytelling    • The Future of Storytelling: How Mediu...   -Dwarf fortress, Eurogamer video    • Why Dwarf Fortress started killing ca...   -The open the closed and the emergent http://gamestudies.org/1902/articles/... -Clint Hocking Dynamics https://www.gdcvault.com/play/1014597... -Frank lantz hearts and minds https://www.gdcvault.com/play/1020788... -Frank lantz This is your brain on games https://www.gdcvault.com/play/1025011... -Stuart Kauffman At home in the universe Complexity : a guided tour Melanie Mitchell

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