In addition to Weibo, there is also WeChat
Please pay attention
WeChat public account
Shulou
2025-02-22 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >
Share
Shulou(Shulou.com)11/24 Report--
This article comes from the official account of Wechat: ID:chuappgame, author: fallacy and intrigue
Good books are recommended by a family of words!
Editor's note: for practitioners in the game industry, it is important to sum up experience from practice, but it is also indispensable to learn and reference from the works of others. The author of this article is a senior game planner who introduces (and comments) a number of common game planning books on the market with his own experience.
Objectively speaking, the evaluation and recommendation in this article is the author's "one's opinion". As a reader, perhaps everyone has his own point of view. However, we believe that discussions like this are still valuable.
Because of the long length of the article, we will be divided into the first and next two serial articles.
Preface I have read a lot of books recommended by others, and most of the game planning books recommended by him have not been read by himself. they only list a bunch of titles, and at most they are just to help you check and evaluate them on the Internet. There is also a kind of people who have not read a few books, but want to sing "all the books I know or have read are good books, recommend them all! no, the reader dies." As a result, I stepped on a lot of holes, spent a lot of wasted money, and wasted a lot of precious time and energy. But without reading, there is no way to judge whether a book is good or bad, so I share my own experience of buying and reading books to you. I have read every book here, both good and bad. I hope those who have read this article will not repeat my mistakes.
The method of reading is as important as choosing books. When I can't judge whether a book is good or bad, I usually read it two or three times. When I read it for the first time, my speed was about 100 pages per hour, a book of two to three hundred pages, and skimming through it in two or three hours, which was enough to judge whether the book was good or bad (even if I found it was not good enough, I would finish it). For the more useful books screened out, leave a mark for the second time, take notes for the third time, and then put them in the bookcase when you are finished.
When reading, some newcomers need to be careful not to take notes at the beginning. You think it takes less time than reading it three times. In fact, you can only read 20 or 30 pages per hour while taking notes. In case you step on a pit, it is more time-consuming than the three-time method. And until you have fully read it and marked it, you don't know what the structure of the book is, and your notes will be very inefficient. When you are in the middle of reading and find that what you are trying to take notes is a bad book, and you are disappointed to throw it aside, don't forget that you haven't finished reading a bad book.
My scoring method is the five-star method, from 0 to 5 stars, increasing in half-star units, usually 2.5 to 3 stars as the passing line. I will outline why useful books are useful, and I may not grade or evaluate books that are not recommended.
My evaluation of the book is based on my reading volume, which may be different from that of the public. Douban will also be attached to my evaluation to avoid the trouble of looking for it.
This book list may change as I grow up. Due to the limitation of my foreign language ability, I can only read and recommend Chinese books. Please understand, and you are welcome to recommend other good books to me.
Recommended books on game theory and design (15) "Art of Game Design" USA, 5 stars (Douban, first edition 9.0, 422 rating; second edition 9.3, 797 rating; third edition 9.0, 146 rating)
Art of Game Design (third Edition), Jesse Schell, translated by Liu Jiajun, Electronic Industry Press, 2021 this may be the best game design book in the world, and it is also regarded as a textbook by foreign universities, and is at the top of the list of planning books at home and abroad. American game design books usually emphasize programming skills, but this book does the opposite and does not require you to have any pre-skills at all. The author's writing is humorous and easy to read. Fun at the same time without losing rigor, the book is well-organized, dialectical and informative, so that readers can really "know what it is and why".
This book teaches me a lot: "your top 10 games will suck, so don't waste time on them."Don't make games directly in the first place, make simple drafts for games, even if they will eventually be abandoned."Don't have superfluous confidence in your game."Don't increase your game time just by making it more difficult, or you'll lose your players." An acrobatic dance story taught me where ideas come from-"Don't get inspiration from other people's work, anything else." A story with a little metal chromium taught me the importance of listening to others-"when someone comes up with a bad idea, it doesn't mean they are stupid, they just want to help."
This book contains almost all the knowledge required for game design.
"experience engine: exploring the Panorama of Game Design" USA, 5 Stars (Douban 9.4 points, 746 people rating)
Experience engine: panoramic Exploration of Game Design, by Tynan Sylvester, translated by Qin Bin, Electronic Industry Press, 2015 of dozens of planning books I have read, this is the only one that can compete with the Art of Game Design, and it is also the only one on Douban whose score is higher than that of the Art of Game Design. Assuming that the strength of the Art of Game Design is 100, the strength of the experience engine may not be 99. It's that strong.
The author analyzes in great detail the experience that game design brings to players from a psychological point of view, and gives many examples. It's a good idea to start directly from the game experience itself, but this book is written in a strange style, with more storytelling than logic, a more obscure point of view, a strong artistry, and a gloomy overall style, which requires a lot of thinking to read.
There are only two motives for human behavior-to gain benefits and to avoid losses. This book tells me how pointless online jokes like "free games are to provide you with the greatest pain without getting mad at you, and then let you eliminate the pain with money." the best way for players to avoid losses is not to recharge, but to vote with your feet. If you only provide pain to the players, the players will be angry with you, and you can imagine what the game will be like by people with this kind of thinking. The author of this book has also invented a very useful tree design pattern that can be developed and designed separately according to sequence.
"Game designer DreamWorks" USA, 3.5 stars (Douban 8.4 points, 209 rating)
Dream Factory of Game Design, Tracy Fullerton, translated by Peni / Chen Chao / Song Yawen / Liu Scarlett / Qin Bin, Electronic Industry Press, 2016 books are good books, the translation quality is explosive, the writing style is rough, the typesetting is chaotic, the length is extremely long, and the reading experience is miserable. This book is a textbook for American universities. The author is Chen Xinghan's teacher. This book has a preface recommended by Chen Xinghan. Although the overall thinking is clear, the logic of the specific content is very confusing, it seems to be very long, but it rambles about, interrupting what comes to mind temporarily, and there is a considerable amount of meaningless wordy information, which is a big gap with the "art of game design".
You should learn paper design before learning video game design. This book is based on paper design. Half of the book is devoted to paper design and explains in detail the responsibilities of game designers, which is of great value. If the book re-combs the logic, cut out the nonsense, and improve the translation, it will be worth at least 4 stars. This book is very suitable for professional game practitioners to get started.
"Game Mechanism-Advanced Game Design Technology" USA, 3.5 Star (Douban 8.7 points, 314 people rating)
Game Mechanism-Advanced Game Design Technology, by Ernest Adams / Joris Dormans / Ernest Adams, translated by Shi Xi, people's posts and Telecommunications Publishing House, 2014 explains the characteristics of various game mechanisms, accurate and extensive, very useful. This book is also about paper design, but a lot of it is about promoting a game simulator and another book written by the author. If you don't use their simulator, then a lot of this book is meaningless. But it would be a bit far-fetched to devote most of your energy to learning to use this game simulator, which has nothing to do with the development of games. On the whole, this book is also the kind of book that is great if you delete some of it.
"Customs clearance! The way of Game Design "USA, 4 Stars (Douban first edition 8.5 points, 308 people rating; second edition 8.5 points, 84 rating)
"Customs clearance! The way of Game Design, by Scott Rogers, translated by Sun Yi / Gao Jirun, people's posts and Telecommunications Publishing House, 2016 the experienced author is the designer of games such as "God of War". He writes humorously and interestingly, and talks in detail about many issues of game development and some analysis of the pros and cons of game design. This book mainly focuses on action adventure games, which shows the author's preference for such games. Compared with "Game Mechanism-Advanced Game Design Technology" and "Game Design Dreamworks", this book is not so verbose and is worth reading.
"Happy Game Design" USA, 3.5 stars (Douban first edition 7.6 points, 268 rating; second edition 6.8 points, 20 rating)
Raph Koster, the Happy way of Game Design, translated by Zhao Li / Li Qiang, people's posts and Telecommunications Publishing House, 2015 this book is more like an empirical essay, the point of view is useful but not systematic, the logic is not coherent enough, and there is a lack of organization compared with the Art of Game Design. There are also some interesting golden sentences in the book: "successful games often have: preparation stage, game scene, perfect core mechanism, a series of challenges, problem solving, the necessary skills." Players always try to reduce the difficulty of the task, and the easiest way is not to play the game. Desperate to put all kinds of features and challenges into the same game, the result is called sewer design. "
I don't get high marks for this book, but it's very short and easy to read. Some friends who only play games or can only operate computers want to get in touch with the ideas of game design. This book is very suitable for getting started. It is more suitable than a tome such as "the Art of Game Design".
"Game designer's way of practice" USA, 3.5 stars (Douban 5.8 points, 49 people rating)
Michael E. Moore, translated by Fu Xin / Chen Zheng / Dai Feng, Machinery Industry Press, 2012 this book is actually very good, but the translation is not ideal. The author of this book is the designer of board games such as Dungeons and Dragons, and is very good at numerical design of board games. there are no meaningless empty examples in the book, and at the beginning, he goes straight to the topic, without procrastination, and is very extensive and comprehensive. Pay more attention to actual combat than "the Happy way of Game Design". It's just that probability design depends on multi-sided dice, which is a little out of date when applied to modern video games.
However, if you are a person like me who does not understand programs but has a strong desire for game development, I suggest you try to develop games with RPG Maker, which does not require any procedural knowledge to allow you to make your own simple RPG, and its rich "event" features even allow you to make a chess game with complex conditions. Modern electronic RPG can not get rid of the shadow of "Dungeons and Dragons", Japanese-style RPG is based on early American "Dungeons and Dragons" games (some Chinese-style RPG is born from Japanese-style RPG), and RPG Maker this software is dedicated to the development of Japanese-style RPG, so it and "Dungeons and Dragons" phase is also very high.
"Game designer practice" is almost devoted to Dungeons and Dragons, so if you want to play games with RPG Maker, you must read this book. I am a RPG Maker lover myself, and I have dug a lot of holes. It's perfect for Demo games. Keep that in mind when developing: "your first 10 games will suck. Don't waste your time on them."
"principles of Game Development" UK, 3.5 stars (insufficient number of people evaluated by Douban)
Principles of Game Development, Alon Thorn, translated by Li Haitao / Hu Yue, Tsinghua University Press, 2016 the author is a mathematician, can feel the author's knowledge from the content, so this book is very helpful to help game developers correct their attitude. This book is logical, well-organized, contains a lot of basic knowledge, art knowledge accounts for a lot of space. It really introduces the process of making the game in detail from beginning to end. It is mainly suitable for readers who intend to officially join the industry and start developing games, although it may not be suitable for the current environment of the Chinese industry, but it will be clear if you listen.
"fundamentals of Game Architecture Design and Planning" China, 3 stars (Douban 6.6 points, 67 people evaluation)
The basis of Game Architecture Design and Planning, by Huang Shi / Li Zhiyuan / Chen Hong, Tsinghua University Press, 2010 Tsinghua University Press, the three values are very correct and well-organized. But too obsessed with RPG, especially the reverse of World of Warcraft design, without any other type of game design method, and then inexplicably talked about a lot of "Warcraft 3" map editor. Many people reflect that the thinking of this book is too old, which is also a common feature of domestic books. Those who can withstand the baptism of time are really good books.
"introduction to Game Design" China, 3.5 stars (Douban 7.3 points, 17 people rating)
Introduction to Game Design, Yao Xiaoguang, Tian Shaoxu, Liang Bing, Chen Zewei, Yin Ning, Tsinghua University Press, 2018 this book devoted a lot of space to the definition of game. The definition of the game is very important, and every game planner should think about it. What you think is not necessarily right, but the important thing is the process. In the process of thinking about the definition of the game, you will understand what elements there are in the game. At the end of this book, we begin to talk about the history of game development, but in general.
"236 skills in Game Design" Japan, 3.5 Stars (Douban 8.5 points, 110 people rating)
Before evaluating this book, I would like to talk about my views on Japanese players: 1, be good at learning and improve, but stop learning after the exploration period; 2, extremely rigid and modular; 3, closed mind, do not contact with the outside world; 4, good at improvement rather than creation; 5, logic ability is generally very poor. 6. There are no computers and mice in Japan.
Japanese developers are good at working on shots and UI, but not on the game structure itself. It is not so much "game design skills" as "lens skills", and they are all small techniques to enhance interest, which can not rise to the height of logical theory. I don't believe that the Japanese don't have computers and mice, but that's what this book is like, and even the examples cited are not computer games. Your game must be a 3D Japanese action game controlled by a hand. otherwise, most of the contents of this book are useless and have poor versatility.
If this kind of book was put before the rise of mobile games, there would be no chance to show its talents in China, but now that there are more and more 3D mobile games, this book is quite appropriate.
"full course of International Game Design" USA, 3.5 Stars (Douban 7.3 points, 21 comments)
The complete course of International Game Design, Michael Salmond, translated by Zhang ran / Zhao Yan, China Youth Publishing House, 2017 is a very good book, introducing the overall idea of game development, each point is introduced, this is the power of this book. The only drawback is that all fields are up to date, and it is easier to be replaced by other professional books. In addition, the translation is also very bad, only literal, regardless of the actual meaning, like a machine translation.
"iterative Design of the Game: exploring the details of concept, production, and Development" in the United States, 4 Stars (Douban 7.2 points, 21 people rating)
Iterative Game Design: exploring the details of concept, production, and Development. By Colleen Macklin / John Sharp, translated by Zhang Zhenzhen / Zhang Ketian, Electronic Industry Press, 2017 this book is very good, the author is a game design teacher, logical thinking is very clear. The whole book purely explains game design, and analyzes the essence of game design step by step from the perspective of logical thinking, such as what is the game, the basic elements of the game, the characteristics of the game, the types of the game, the experience of the players and so on. Then it introduces the process of game scheme design.
It is suitable for game designers who love to use their brains and want to make a difference, not for devotees who just want to survive in the industry. The translator is a few overseas Chinese, like they are translated for foreigners. The English grammar is not completely localized, and the word order is somewhat reversed. The names of many games are easily translated, and it is a bit difficult to read without referring to the existing translated names.
"Game Design fundamentals" USA, 3.5 stars (7.5 points for Douban old version, 76 rating; 8.5 points for new edition, 36 rating)
Fundamentals of Game Design, by Ernest Adams, translated by Jiang Tao, Machinery Industry Press, 2017 this book wants to talk about everything, but the understanding of all kinds of things is a little superficial. The first six chapters analyze the characteristics of games, some of them are mediocre, but they spend a lot of space on how to make women and children to play. The author's thinking is very "American" and has a prejudice against other countries. The whole book talks about all aspects of game design, lacks highlights, and is keen to promote its own e-books. The translation is also outrageous. The player's character is called "avatar" and flow is called "tide". There is so much nonsense in the book that more than 400 pages can be cut by at least 2/3.
"Game Design Creed" France, 4 Stars (Douban 7.2 points, 84 comments)
Game Design Creed by Marc Albinet, translated by Lu Yao, people's posts and Telecommunications Publishing House, 2018 I thought the title of the book was a hot one. I bought it and looked at it casually, but it turned out to be a rare good book. The writer is a member of Ubisoft, France, and has worked for 25 years. He has participated in the design of the Assassin Creed, and his qualifications and level have completely overshadowed the "Japanese Master" mentioned later.
The thinking of this book is very meticulous, similar to "Game iterative Design". It does not classify games by conventional classification, so it is normal for ordinary people to understand it. Books are short and pithy, and there are many essence of thinking. The only disadvantage is that the length is too short.
Recommended books helpful to other areas of the game (17), the Nature of Game production (3rd Edition), USA, 4.5 Stars (Douban 8.4 points, 58 reviews)
The Nature of Game production, by Heather Maxwell Chandler, translated by Tencent Games, Electronic Industry Press, 2017 this book is not a planning reading, but a producer reading, Tencent led the introduction, the translation team is extremely strong. This book describes in great detail how game producers manage the basic knowledge of a team and products, logical and well-organized.
When a planner who doesn't want to be a producer is not a good planner, when he wants to get promoted and get rich or lead a team on his own, this book is definitely the most worth reading, much better than all kinds of teaching materials.
"introduction to Game Professionals" China, 3.5 stars (7.0 points in the first edition of Douban, 43 reviews; insufficient reviews in the second and third editions)
An introduction to Games, edited by Chen Hong / Ren Ke / Li Huajie, Tsinghua University Press, 2010, talks a lot about the history of game development and the process of game development. it can give newcomers a general understanding of the game industry. But there are a lot of typos starting with mobile games. In general, it is well-behaved, like a game magazine for game lovers.
Although there is no direct help to the planner, it is necessary to understand the history of the game industry. Do not underestimate the old games, many planners are focused on some modern "competitive products", but in the past, in addition to the simple screen, the gameplay may be much more advanced than the crude modern mobile games. So if you don't read game magazines, choose one of the books that tell the history of games.
"100 principles of Game Design" USA, 2 stars (Douban 6.8 points, 228 people rating)
"100 principles of Game Design", by Wendy Despain, translated by Xiao Xinyi, people's posts and Telecommunications Publishing House, 2015 is in an awkward position with many reviewers, but the score is unexpectedly low. It seems that a very influential person recommended the book, but everyone got a low score after reading the book.
Like its title, this book is very much like an American popular science video, which is a picture with a few words, very water. The book lists fragmented psychological entries, which are often inaccurate or even seriously wrong when applied to games. It can be regarded as an encyclopedic entry reference book.
"Mobile Games and Social Game Design" USA, 3 stars (Douban 6.9 points, 45 people rating)
Mobile Games and Social Game Design, by Tim Fields, translated by Xie Tian Tian, Electronic Industry Press, 2015 the author is a senior practitioner in the game industry and has experienced a lot, so there is a lot of game development history in the book, as well as a lot of unnecessary interviews. I personally think it is better to sum it up directly. There are many critical and useful ideas in the book, but like stars in the night sky, they are not enough to illuminate the whole book. The level of translation is average and can be used as a reference for social game planning.
"Virtual Economics" USA, 4.5 stars (7.2 points for Douban, 17 people rated)
Virtual Economics, by Vili Lehdonvirta / Edward Castronova, translated by Cui Yi, Renmin University Press of China, 2015, the author is a doctor of economics. This book is an essay-level work, an extremely detailed economics work, which comprehensively explains the phenomena and principles of various virtual economics.
The book mentions the economic principles of virtual currencies such as Bitcoin and analyzes the composition of many economies in the game. After reading this book, you will probably understand how the stable trading system of Fantasy Journey to the West was maintained. Because of poor control of games in our country, we often give up the function of free trading altogether. This book can provide you with ideas for designing transactions. After all, as a game designer, you always know something about economics.
Psychology of Design (4 books) USA, 4 stars (the first one has different editions, Douban scores are 8.2points, 3635 reviews; 8.1points, 2869 reviews; 8.5points, 934ratings)
Psychology of Design, Donald Norman, translated by Xiao Ke / Zhang Lei / he Xiaomei / ou Qiuxing, CITIC Publishing House, 2015 books are bestsellers in the field of design, the author is an engineer and psychologist, the book says that humanized design should be easy to understand and operate, and can show its own causality. The author believes that if people use the equipment incorrectly, it must be that the equipment is not well designed.
The book is mainly about the principles of industrial product design, which has nothing to do with game design. But UI designers can refer to this book. If you want to buy it, I suggest you only buy the first one, but you don't have to buy the next three. If you don't buy it, I suggest you master the four main points in this book: show energy-let people see the function of the product at a glance; signifier-let people know how to operate; mapping-let people clearly see which operation and which function; feedback-let people know clearly whether the operation has been performed or not.
"ingenuity to experience the user experience Design of smartphones and tablets" France, 4.5 Star (Douban 8.5 points, 52 comments)
Experience of ingenuity, written by A é lie Boucher, translated by Wu Bo, people's posts and Telecommunications Publishing House, 2016 this is a design book focusing on the interface of mobile devices, the idea is based on "design psychology", the thinking is very clear, the total structure is clear, and an intimate summary is made at the end of each chapter. It is very useful for the book to boldly comment on the correctness of current applications and give accurate guidance. With it, interactive experience will bid farewell to "design psychology".
"Game level Design" USA, 3 stars (Douban 7.4 points, 194 people rating)
Game level Design, by Phil Co, translated by Yao Xiaoguang / Sun Jie, Machinery Industry Press, 2007 early translated works of Yao Xiaoguang's predecessors. The design of a level map is always difficult to handle. You may be able to make a map that works easily, but it is difficult to make a perfect map. The book explains the production of level charts very clearly, pays great attention to the interactive design of decryption, and relies on the "illusory" engine. At that time, the technical conditions needed to cut the art again and again, and now the operating environment is very different from that in the past. so some of the subtraction is not practical now, if it can leave the engine to write an one-size-fits-all level design.
"FPS level Design" South Korea, 3.5 stars (Douban 6.7 points, 22 people evaluation)
"FPS level Design", Li Longji, Wu Chuanhai Translation, people's Post and Telecommunications Publishing History, 2018 there are very few game design books in South Korea, and FPS level design is also a very minority category. The author's ideas are not very clear and belong to the level of experience sharing, but they are all useful experiences extracted from the work. Reading the whole book, you can feel that the Korean game industry is desperately trying to learn from the game design experience of the United States.
FPS maps are the most exquisite of all map scenarios, so this idea can be applied to other games, while maps from other games may not work well in FPS games. Yes, this book has little to do with "level design", but a map design book. In contrast, this book does not have the puzzle-solving element of "game level design", so the two can also complement each other. I was impressed by a sentence in the book to the effect: "if you regard other people's different opinions as difficulties and attacks, then from the moment of defense and counterattack, your game will slowly become more and more boring."
"how to write the game script" Japan, 3.5 stars (Douban 7.3 points, 905 people rating)
How to write a Game script, by Sasaki Zhiguang, translated by Zhi Penghao, people's posts and Telecommunications Publishing House, 2018 if you haven't read a serious screenwriter book and want to be a copywriter, then this book is very suitable for you. This book is a very typical Japanese train of thought, resting on Japanese culture, giving examples of either Japanese animation, Japanese myths and legends, or very traditional European and American works, such as Star Wars, Lord of the Rings, Harry Potter and so on.
In this book, the design of characters is very tagged and faceted. For example, American character design uses a character wheel or "interpersonal relationship feature ring" to design in the form of coordinates. However, Japanese characters only use tags, such as common labels such as Royal Sister, Loli, Sanwu, Aojiao and sick Jiao, and add features to the original tags to enrich characters, which lags far behind the United States in thinking.
Generally speaking, there are many useful highlights, such as the writing format of screenplays in video games, as well as the usual limitations of Japanese thinking.
"Xiaobai School Operation" China, 3 stars (Douban 7.3 points, 95 people evaluation)
Xiaobai Learning Operation, by Liu Yi / Wu Bin / Zhao Qiang, Electronic Industry Press, 2015 this book is very systematic, according to the national conditions of our country, it describes in detail some general strategies for the use of background tools in the operation of mobile games, which are detailed and specific. But the content is too dependent on channels, the game must be pea pod, YingYongBao, App Store and other ways of mobile games, the lack of other types of game operation knowledge. Generally speaking, this book has a lot of experience, which will be of great help to novice operators, but the content is current experience and may not be applicable to the changing environment.
"Game Operation: the way for experts to advance" China, 3.5 Star (Douban 8.6 points, 506 people rating)
"the way for Game operators to advance." by Dian Guanren, Electronic Industry Press, 2018 this book is more like a workplace manual than an operation tutorial. 2 and 3 chapters are more useful practical information. The author hates to understand expensive copywriting, but this book is quite verbose and confusing, and the sequence of articles is illogical, like an essay written in a very busy environment. Two examples are often cited, saying only that they are different, but not which is better in the end.
The author will consider the problem from the player's point of view, hoping that free players can also have a good time. The author knows economics, has read some marketing books, knows some payment principles, and gives a lot of inappropriate examples. The author only takes advantage of the topic from the point of view of operating ARPG games, and does not start from the fundamental design of the game, which inevitably has some limitations of putting the cart before the horse. If you are not a small head of operations in a large factory, many of the contents of this book are not suitable for you.
"balance Controller" China, 3.5 stars (7.1 points of Douban, 107 comments)
Balance Controller, like Water without traces, Electronic Industry Press, 2017 this is a highly targeted book on numerical planning. It is mainly about how a numerical planner of ARPG should work in a large factory, and describes in detail how to use the various functions of Excel for office work. But in terms of numerical value, it only involves ARPG, and it may be useful to do "legends" or "turrets", but if you want to do games like strategy, business, or even shooting and racing, this book is completely useless and very biased.
"the Art of Game data Analysis" China, 3 stars (7.3 points from Douban, 173 comments)
The Art of Game data Analysis, edited by Yu Yang / Yu Minxiong / Wu Na / Shi Shengzhu, Machinery Industry Press, 2015 books introduce in detail the data indicators, types and statistical methods produced in game operation, and the text is colloquial. It is also helpful to talk about the skills of burying sites and using tools to make statistics based on the generated data.
However, there are no cases in the book to explain the performance of the data, and there are no plans to improve the problem data. For example, at most, the impact of the start of school or holiday on the data can only be analyzed, and there is no solution to the reduction in the number of users caused by the start of the school year. Data collection and statistical analysis should serve to improve the game. what any industry needs is problem solvers, not people who show off that they can find problems in all kinds of high-end ways.
DOOM Apocalypse USA, 4.5 stars (first edition Douban 9.1 points, 1636 reviews; second edition 9.3points, 328 reviews)
DOOM revelation, by David Kushner, translated by Sun Zhennan, Electronic Industry Press, 2015, this score seems to be comparable to the Art of Game Design, but in fact this is a biographical story. Most people don't know what Doom is. After all, the popularity of computers in China was 10 years after it was released.
This is a biographical story with the development of the game engine as a clue, telling many mental experiences of the protagonists in the process of developing games and starting a business. At that time, there was no clear division of labor between design and development, and the types and methods of games were not mature. Everything was in the process of exploration. Looking at the exploration experiences of our predecessors, we can inspire ourselves to work hard.
"Mathematics and Physics in the Game" USA, 5 stars (Douban 8.0 points, 15 people rating)
John Patrick Flynt / Danny Kodicek, Mathematics and Physics in the Game, translated by Zhou Jianjuan, Tsinghua University Press, 2015 this book is a bit fascinating, from primary school knowledge to university, the thought is very deep, but the knowledge points are so intensive that I can't keep up with them. Five stars are dedicated to knowledge as a sign of respect.
"Virtual military exercise" China, 3.5 stars (Douban 8.4 points, 108 people evaluation)
Virtual military exercises, by Yang Nanzheng, people's Liberation Army Publishing House, 2007 do game design, it is impossible to put aside military chess. The ancestor of all modern numerical warfare games is the Prussian chess game 200 years ago. After a series of development, it has formed commercial chess on the one hand and become the ancestor of all strategic and real-time strategic categories; on the other hand, it has derived the board game "Dungeons and Dragons" and become the ancestor of all RPG. Now even some action category, shooting category, can more or less find the shadow of the numerical confrontation of the original military chess. The idea of chess design itself is to simulate existing things in an abstract form, from this point, the design ideas of chess and other types of games are also the same.
These two books are mainly concerned with the development history, the basic rules and the design concept of Bing Chess. It is necessary to learn Bing Chess in designing strategic games, and it is also helpful to some RPG designs.
To be continued. )
Welcome to subscribe "Shulou Technology Information " to get latest news, interesting things and hot topics in the IT industry, and controls the hottest and latest Internet news, technology news and IT industry trends.
Views: 0
*The comments in the above article only represent the author's personal views and do not represent the views and positions of this website. If you have more insights, please feel free to contribute and share.
Continue with the installation of the previous hadoop.First, install zookooper1. Decompress zookoope
"Every 5-10 years, there's a rare product, a really special, very unusual product that's the most un
© 2024 shulou.com SLNews company. All rights reserved.