论文标题
一个像素,一个互动,一个游戏:简约游戏设计的实验
One Pixel, One Interaction, One Game: An Experiment in Minimalist Game Design
论文作者
论文摘要
极简游戏设计是十年前作为一般设计原则引入的,具有简约游戏的关键属性列表:基本控件,简单但美学上令人愉悦的视觉效果,具有巨大可能性空间的有趣的玩家选择以及与设计产生共鸣的声音。在本文中,我们提出了一个实验,以使用自下而上的方法在游戏中探索极简主义。我们邀请了一小群专业游戏设计师和一组较大的游戏设计专业的学生参加有关游戏设计极简主义的开创性实验。我们从最基本的游戏元素开始:一个像素和一个键,提供我们可以显示的最少信息,并且是合理的基本动作玩家可以执行的。我们设计了一个以黑色像素开头的游戏,并要求玩家在像素变白时按键。这个最小的游戏,几乎是一个Skinner盒子,捕捉了“不可能游戏”之类的游戏机制的基本要素,该游戏要求玩家在正确的时刻按键只能按键。我们向专业的游戏设计师介绍了这个游戏概念,并向他们挑战,以创建其他玩家互动和显示信息的其他游戏。我们没有指定任何约束(通常在其他情况下完成),而是让他们自由表达他们对简约游戏设计的看法。我们重复了100多名学生参加我们机构视频游戏设计和开发课程的大师级课程的实验。然后,我们分析了两个小组的创建,讨论了从提交的游戏概念中出现的简约设计的概念。
Minimalist game design was introduced a decade ago as a general design principle with a list of key properties for minimalist games: basic controls, simple but aesthetically pleasing visuals, interesting player choices with vast possibility spaces, and sounds that resonate with the design. In this paper, we present an experiment we did to explore minimalism in games using a bottom-up approach. We invited a small group of professional game designers and a larger group of game design students to participate in a seminal experiment on minimalism in game design. We started from the most basic game elements: one pixel and one key which provide the least amount of information we can display and reasonably the most elementary action players can perform. We designed a game that starts with a black pixel and asks players to press a key when the pixel turns white. This minimal game, almost a Skinner box, captures the essential elements of the mechanics of games like "The Impossible Game," which asks players to do nothing more than press a key at the right moment. We presented this game concept to the professional game designers and challenged them to create other games with the least amount of player interaction and displayed information. We did not specify any constraints (as usually done in other contexts) and left them free to express their view of minimalistic game design. We repeated the experiment with 100+ students attending a master-level course on video game design and development at our institution. We then analyzed the creations of the two groups, discussing the idea of minimalistic design that emerges from the submitted game concepts.