Геймдизайн. Рецепты успеха лучших компьютерных игр от Super Mario и Doom до Assassin’s Creed и дальше - Тайнан Сильвестр
Шрифт:
Интервал:
Savanna preference in American children: Pinker, Steven. How the Mind Works (New York: W. W. Norton & Company, 2009). Kindle edition, location 7785.
The two-factor theory adrenaline injection experiment: Schachter, Stanley, and Singer, Jerome. 1962. “Cognitive, Social, and Physiological Determinants of Emotional State.” Psychological Review 69(5): 379–399.
Глава 5: Решения
Emotions driving decisions: Lehrer, Jonah. How We Decide (Boston: Mariner Books, 2010), page 47.
Counter-Strike popularity: Steam and Game Stats. http://store.steampowered.com/stats/. Accessed May 3, 2012.
Глава 6: Баланс
Cosmic Encounter isn’t fair: Olokta, Peter. “Fair isn’t Funny!” In Tabletop and Analog Game Design, Costikyan, Greg, and Davidson, Drew (Eds.).
(Pittsburgh: ETC Press, 2011). Kindle edition, location 1856. Dustin Browder on StarCraft II balance: Browder, Dustin. “The Game Design of StarCraft II: Designing an E-Sport.” Speech presented at Game Developers Conference, San Francisco, 2011. Available online at http://gdcvault.com/play/1014488/The-Game-Design-of-STARCRAFT.
The complex chessmen: Dörner, Dietrich. The Logic of Failure (New York: Basic Books, 1997). Kindle edition, location 451. Implicit goals: Ibid.
Глава 7: Многопользовательская игра
Professional fighting game players hide their skills: Sirlin, David. Playing to Win. Page 114. Available online at http://www.sirlin.net/ptw.
Evolutionarily stable strategies: Dawkins, Richard. The Extended Phenotype (Oxford, UK: Oxford University Press, 1999).
Game Theory Penalty Kicks: Chiappori, Pierre, Levitt, Steven, and Groseclose, Tim. September 2002. “Testing Mixed-Strategy Equilibria When Players Are Heterogeneous: The Case of Penalty Kicks in Soccer.” American Economic Review 92(4): 1138–51.
Глава 8: Мотивация и удовлетворение
Rat brain wire study: Heath, R.G. 1963. “Electrical self-stimulation of the brain in man.” American Journal of Psychiatry 120(6): 571–577.
B-19 study: Moan, C.E., and Heath, R.G. 1972. “Septal stimulation for the initiation of heterosexual activity in a homosexual male.” Journal of Behavior Therapy and Experimental Psychiatry 3(1): 23–30.
Vacation motivation study: Sharot, Tali, Shiner, Tamara, Brown, Annemarie C., Fan, Judy, and Dolan, Raymond J. November 2009. “Dopamine enhances expectation of pleasure in humans.” Current Biology 19(24): 2077–80.
Rewards eliminate intrinsic motivation: Deci, Edward, and Flaste, Richard. Why We Do What We Do: Understanding Self-Motivation (New York: Penguin, 1996).
Chess players play less when paid: Pritchard, Robert D., Campbell, Kathleen M., and Campbell, Donald J. 1977. “Effects of extrinsic financial rewards on intrinsic motivation.” Journal of Applied Psychology 62(1): 9–15.
Students write worse poems for money: Amabile, Teresa. 1985. “Motivation and Creativity: Effects of Motivational Orientation on Creative Writers.” Journal of Personality and Social Psychology 48(2): 393–399.
Information and quotations from B. F. Skinner: Kohn, Alfie. Punished by Rewards: The Trouble with Gold Stars, Incentive Plans, A’s, Praise, and Other Bribes (Boston: Mariner Books, 1999).
Глава 9: Интерфейс
Priming: Bargh, John, Chen, Mark, and Burrows, Lara. 1996. “Automaticity of Social Behavior: Direct Effects of Trait Construct and Stereotype Activation on Action.” Journal of Personality and Social Psychology 71(2): 230–244.
Глава 10: Рынок
Innovator’s dilemma: Christiensen, Clayton M. The Innovator’s Dilemma: The Revolutionary Book That Will Change the Way You Do Business (New York: Harper Paperbacks, 2003).
Will Wright on The Sims: Gillen, Kieron. “Making of: The Sims.” Rock Paper Shotgun. January 18, 2008. http://www.rockpapershotgun.com/2008/01/18/making-of-the-sims/.
Value curves inspired by: Kim, W. Chan, and Mauborgne, Renee. Blue Ocean Strategy: How to Create Uncontested Market Space and Make Competitors Irrelevant (Boston: Harvard Business Press, 2005).
StarCraft in Korea: Anonymous. “Why is StarCraft Popular in Korea?” Ask a Korean! (blog). February 19, 2010. http://askakorean.blogspot.com/2010/02/why-is-starcraft-popular-in-korea.html.
Expectation biases: Ariely, Dan. Predictably Irrational: The Hidden Forces That Shape Our Decisions (Boston: HarperCollins, 2009).
AI director design: Booth, Michael. “From Counter-Strike to Left 4 Dead: Creating Replayable Cooperative Experiences.” Speech presented at Game Developer’s Conference, San Francisco, 2009. Available online at http://www.gdcvault.com/play/1422/
From-COUNTER-STRIKE-to-LEFT.
Глава 11: Планирование и итерация
Estimation performance quiz: McConnell, Steve. Software Estimation: Demystifying the Black Art (Redmond, WA: Microsoft Press, 2006).
The soccer coach quotation on planning: Dörner, Dietrich. The Logic of Failure (New York: Basic Books, 1997). Kindle edition, location 1659.
Soren Johnson quotation: Johnson, Soren. “Design success means knowing what to do with feedback.” Gamasutra. February 6, 2012. http://gamasutra.com/view/news/40103/Design_success_means_knowing_what_to_do_with_feedback.php.
Half-Life was rebooted after one version: Birdwell, Ken. “The Cabal: Valve’s Design Process for Creating Half-Life.” Gamasutra. December 10, 1999. http://www.gamasutra.com/view/feature/3408/the_cabal_valves_design_process_.php.
Human overconfidence bias: Kahneman, Daniel. Thinking, Fast and Slow (New York: Farrar, Straus and Giroux, 2011). Barusch Fischoff’s hindsight bias study with Nixon: Ibid. Daniel Kahneman on the illusion of a predictable past: Ibid. Serendipity while designing Tetris and Braid: Thirion, Steph. “Game Design by Accidents.” Speech presented at the Game Developer’s Conference, San Francisco, 2011. Available online at http://gdcvault.com/play/1014442/Game-Design-by.
Глава 12: Создание знаний
Darwin, Leonardo da Vinci, etc., concurrent projects: Berkun, Scott. The Myths of Innovation (Sebastopol, CA: O’Reilly, 2010).
MRI study on the aSTG: Rosen, William. The Most Powerful Idea in the World: A Story of Steam, Industry, and Invention (New York: Random House, 2010). Kindle edition, location 2232.
The Incredibles art swatches: Vaz, Mark Cotta, Bird, Brad, and Lasseter, John. The Art of The Incredibles (San Francisco: Chronicle Books, 2004).
Orson Scott Card’s map-driven world building: Card, Orson Scott. How to Write Science Fiction and Fantasy (Cincinnati: Writer’s Digest Books, 2001).
Half-Life data gathering methods: Birdwell, Ken. “The Cabal: Valve’s Design Process for Creating Half-Life.” Gamasutra. December 10, 1999. http://www.gamasutra.com/view/feature/3408/the_cabal_valves_design_process_.php.
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