第 1 章 游戲設計師的角色 ························································································3和玩家站在同一陣營··································································································3熱情和技巧··············································································································6以玩法為核心的設計流程···························································································12你應該知道的設計師 ·······························································································14迭代設計過程 ········································································································18為革新而設計··········································································································24總結······················································································································24設計師視角:CHRISTINA NORMAN ···········································································25設計師視角:WARREN SPECTOR ············································································28擴展閱讀···············································································································30章末筆記···············································································································30第 2 章 游戲的結構·································································································31《釣魚》和《雷神之錘》···························································································31讓玩家投入·············································································································39什么是謎題? ········································································································40這部分的總結··········································································································47定義游戲················································································································48超越定義················································································································49總結······················································································································51設計師視角:Jane McGonigal ···················································································52設計師視角:Randy Smith ·······················································································55擴展閱讀················································································································57章末筆記················································································································57第 3 章 使用正規(guī)元素······························································································58玩家······················································································································58有說服力的游戲 ·····································································································66目標······················································································································69操作······················································································································75規(guī)則······················································································································77資源······················································································································81沖突······················································································································87邊界······················································································································88結果······················································································································90總結······················································································································91