撰写了文章 发布于 2017-10-27 00:07:25
Introduce to Video Game class的游戏历程分享
题外话:
Hello! 牛关的各位好久不见,自从来了美国之后,就还蛮久没有为社区做出贡献。今天想着把我们上课的东西拿给大家分享一下,可能会对各位有一定的启发。首先,想给大家介绍一下这个课。因为我上的是本科,所以除开专业课程还有很多GE的课要上(General Education)。大一还没有进专业的时候,好像就这个课跟游戏有些关系,所以我也就上了。现在上了大半学期,感觉有点点迷幻?
虽然说这是介绍游戏的课,老师是从有Video Game这个概念开始的年份介绍,一直到世嘉为止?但是,老师一直都是让我们玩一些很老很老的游戏,我觉得如果不是比较爱游戏的话,很快就会被打退吧。。。
我们的作业,一般就是布置一个主题,让后选择主题下的一个游戏,去玩2个小时。写一个体验报告,并且回答老师给的问题,我觉得老师给的问题大多还都挺有趣的,所以想分享给大家!(没有正确答案)
如果是想要补充自己的游戏知识?也可以考虑选择这个列表的游戏开始玩玩!
Game Journal #1: Text Adventures
游戏列表:
1. Zork I
2. Zork II
3. Zork III
4. The Lurking Horror
5. Hitchhiker's Guide to the Galaxy
6. Leather Goddesses of Phobos
7. A Mind Forever Voyaging
8. Trinity
9. Planetfall
游戏问题:
- As a game designer, what are the potential advantages and disadvantages of using a text parser . as player input in your game. (Ignore technical considerations.)
- As a game designer, what potential advantages are there to using text instead of graphics to portray your game world and narrative?
Game Journal #2: First Golden Age of the Arcade
游戏列表:
1. Pac-Man
2. Space Invaders
3. Donkey Kong
4. Asteroids
5. Defender
6. Centipede
7. Galaxian
8. Donkey Kong Jr.
9. Mr. Do!
10. Tempest
11. Q*bert
12. Robotron: 2084
13. Dig Dug
14. Pole Position
15. Popeye
16. Missile Command
17. Dragon's Lair
18. Star Wars
19. Space Duel
游戏问题:
1. Consider the play environment of the arcade and the arcade cabinet itself. Did playing in a public space change your perception of the play experience? Did any strangers watch you play, and how did this affect your enjoyment of the game? Did paying per play change your play experience? Did anything about the construction of the arcade cabinet or the controls affect your play experience?
2. The most effective golden arcade games demonstrate excellent difficulty scaling in design. Proper difficulty scaling was especially crucial to these games both for stretching limited content and tuning the sweet spot between fun, play time, and pay requirements. Which game among those you played created the most optimal sense of flow , and how did its difficulty over time? Which game had the most difficult time creating flow , why, and how did its difficulty scale over time?
Game Journal #3: 8-Bit Japanese Platformers
游戏列表:
1. Super Mario Brothers
2. Mega Man
3. Contra
4. Duck Tales
5. Kid Icarus
6. Metroid
7. Castlevania
8. Bubble Bobble
9. Ghosts 'N Goblins
游戏问题:
1. Jumping is the mechanic that unifies the platform genre. Critique jumping in the early 8-bit platformers. What made jumping fun or frustrating while playing? How did fall rate, jump height, momentum, and air control shape the challenge in these games. How did these variables affect your perception of your character's traits and abilities, or your environment? What makes a great jump?
Game Journal #4: Classic Point-and-Click Adventures
游戏列表:
1. King's Quest 6
2. Indiana Jones and the Fate of Atlantis
3. Sanitarium
4. Leisure Suit Larry 7
5. Gabriel Knight: Sins of the Fathers
6. Space Quest 4
7. The Secret of Monkey Island
8. Grim Fandango
9. Maniac Mansion: Day of the Tentacle
游戏问题:
1. Compare and contrast the mechanics of point-and-click adventure with the text adventures from Game Journal #1. Mechanically, what has stayed the same, and what has changed?
2. As a game designer, evaluate the marriage of narrative and puzzle in point-and-click-adventures. Are the puzzles integral to the narrative, and is the narrative critical to the puzzles? Could the puzzles or narrative exist without the other and remain entertaining?
Game Journal #5: Shoot 'em Ups
游戏列表:
1. Gradius
2. R-Type
3. Galaxian
4. Xevious
5. Fantasy Zone
6. Gyruss
7. Ikaruga
游戏问题:
1. Shoot 'em ups are a complex interaction of precision input, risk evaluation, and shifting threat zones. Evaluate how the games you played command your focus and keep you in motion. Identify a few patterns in the threat zones the game uses to try and trap you (using shape and motion descriptors). In what ways did the game tempt you to voluntarily abandon safe positions and head straight into danger? Did you find any dead zones (areas of the screen where you can stay static for long stretches without danger)? How does the game manipulate your behavior?
Game Journal #6: Early Menu-Driven JRPGs
游戏列表:
1. Final Fantasy (1 - 3, NA releases)
2. Dragon Warrior (1 - 4)
3. Phantasy Star (1 - 2)
4. Lufia (1 - 2)
5. The 7th Saga
6. Paladin's Quest
7. Robotrek
8. Pokemon (Red, Blue, Yellow)
9. Earthbound
10. Breath of Fire (1 - 3)
11. Inindo
游戏问题:
1. What mechanisms do early menu-driven JRPGs use to make one combat action more appealing than another on any given turn? Is the best choice in combat usually obvious, or are you torn between multiple risk-reward scenarios. What mechanisms (besides death) does the game use to carry the consequences of decisions from one combat into the next?
2. Examine the role of, and your interaction with, non-player characters in the JRPGs. What mechanical and aesthetic purposes do they serve, and how well do they serve them? Do you ignore lesser NPCs, or engage with every one? Propose a way to make NPCs even more useful mechanically or aesthetically in the games you played.
Game Research #1: Katamari Damacy and Critique
Play Katamari Damacy (PS2) or watch a Let's Play video of Katamari Damacy for enough time to see several cutscenes and thoroughly understand the gameplay. Afterward, read these three critiques of Katamari Damacy:
Katamari Damacy: A Biographical and New Critical Analysis
Katamari Damacy: A Marxist, Structural, and Jungian Analysis
Katamari Damacy: A Feminist, Psycho****ytical, and Post-Colonial Analysis
Last, write a page response and proposal - what school of criticism (lens) made the most sense to you in this article and why? How would you criticize Katamari Damacy, i.e. what lens would you use?
结尾:
目前大概就是这些了,我还在为最后那个Game Research苦恼,英语太差完全不知道Critique该如何写。非常欢迎大家在评论里回答上面那些问题!!!emmm,如果有时间的话,我也会把我自己的答案放到评论里去(
过一段时间,等我拍多点照片,应该会写一个关于在这边生活的文章,为我校宣传!!!!!
感谢阅读!



百龙生 1年前
这个critique有没有高端了一点。。。现代传记学、心理学、社会学、政治哲学、世界史??这些给随便哪个专业对口的大学生都写不出来啊。
EEhentai [作者] 1年前
百龙生 1年前
百龙生 1年前
EEhentai [作者] 1年前
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Julius031525 1年前
EEhentai [作者] 1年前
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t嘎 1年前
EEhentai [作者] 1年前
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