SERIES
デザイナーの哲学
全21期 · 最新 2026-07-11
名作の裏には、ほぼ必ず一貫した設計哲学がある。Kizuki がデザイナーを1人ずつ取り上げ、インタビューや講演など本人の言葉を手がかりに、その哲学とジレンマを読み解く。
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- 第21期Inside Ron Gilbert's Philosophy — Never Waste the Player's Time2026-07-11
"What makes most games tough to play is that the puzzles are arbitrary and unconnected." Ron Gilbert wrote that in 1989 while designing Monkey Island. This is a study of the man widely regarded as the finest thinker on adventure-game puzzle design — his philosophy, his obsessions (the Puzzle Dependency Chart), his failures (Maniac Mansion), his dilemmas and his influences — read through his own essays, blog and interviews.
- 第20期Kyle Gabler 的哲学——骨骼最少,皮肤最多2026-07-10
仅凭本人的文字,解读『World of Goo』与『Human Resource Machine』的作者Kyle Gabler。把20年前那篇传奇论考《如何在7天内制作一款游戏》与为数不多的几次访谈并列阅读,便会浮现出「复杂性对趣味而言并非必需」「先做玩具」这一贯彻始终的态度。本文考察他既是一个做减法的人、又是一个堆砌过量反馈(juice)的人,这两面之间的张力。
- 第19期Inside Fumito Ueda's Philosophy — Subtracting Toward Emotional Space2026-07-09
A reading of Fumito Ueda, creator of ICO, Shadow of the Colossus, and The Last Guardian, drawn from four of his own interviews. What did the man behind "design by subtraction" actually remove, and what was he trying to keep? His philosophy, obsessions, failures, dilemmas, and influences, grounded only in his own words.
- 第18期Inside Bennett Foddy's Philosophy — Designing Failure to Fight Meaninglessness2026-07-08
A study of Bennett Foddy (QWOP, Getting Over It) drawn strictly from his own interviews and blog: a philosophy that starts from the paradox that "games don't matter," the obsession of cataloguing frustration by "flavor," his admission that he couldn't beat his own game, the dilemma between encouragement and taunt, and influences from Sexy Hiking to the unfair old games of his childhood. It closes with one paragraph reading him as a designer who fights the absence of meaning.
- 第17期Zach Gage 的哲学 —— 把大家都知道的游戏,重新做一遍2026-07-07
本文仅以 Zach Gage 本人的访谈为依据,考察《SpellTower》《Really Bad Chess》《Good Sudoku》《Puzzmo》的作者 Zach Gage:他重新构建人尽皆知的经典之作的设计思想、源自平面设计的“三次视线”与动手制作的原型、闯入自己讨厌的类型这一习惯、拒绝无限投入的伦理与对概率的处理方式,以及从母亲的报纸、Spelunky,到反面教材 Sid Meier 等影响来源。最后,我会用一段篇幅添上自己的一点看法:把他读作“走出画廊的观念艺术家”。
- 第16期Inside Greg Lobanov's Philosophy — Making Creation, Not Combat, the Main Verb2026-07-06
A study of Greg Lobanov (Wandersong, Chicory). Building his games around creation — singing, drawing — as the main verb, he makes puzzles and story work without combat. His philosophy, obsessions, failures, dilemmas, and influences, read strictly from four of his own interviews.
- 第15期Inside Alexander Bruce's Philosophy — Doubt conventions down to their reasons2026-07-05
A study of Alexander Bruce, author of Antichamber, based only on his interviews and GDC talks: a philosophy of doubting conventions down to their reasons, an obsession with removing death and menus, candid failures and pivots, the dilemma of when to stop iterating, and his acknowledged influences.
- 第14期埃里克·夏伊的哲学——把不足,转化为留白2026-07-04
本文基于2011年的GDC事后剖析演讲与多篇采访,考察《Another World(另一个世界)》的作者埃里克·夏伊(Eric Chahi)。内容涵盖他把制约转化为即兴创作的方法论、押注于玩家记忆的设计、如暗示与标点般的演出手法,以及他本人谈及的失败与两难处境,还有他的影响源——一切均只依据公开发言进行解读。
- 第13期Zach Barth 的哲学——留下的不是解,而是诚实的问题2026-07-03
本文从本人撰写的复盘文章与访谈出发,考察『SpaceChem』『Opus Magnum』的作者 Zach Barth(Zachtronics)。内容涵盖他对开放式解、直方图、GIF 的执着,他亲自解剖的『SpaceChem』的失败,易上手与本格取向之间的两难,直到那句「不想被同一件事束缚住」的告别之言——全部仅以他本人的公开发言为依据来解读。
- 第12期Daniel Mullins 的哲学 — 把画框翻过来的人2026-07-02
从本人访谈与GDC事后总结演讲出发,考察以《Inscryption》闻名的Daniel Mullins。本文只以公开发言为依据,解读他『在规则之外抓住玩家』的哲学、对颠覆预期的执着、他自认的失败——难度调节,以及『背叛』本身变成招牌风格所带来的两难。
- 第11期Inside Daniel Cook's Philosophy — Fewest Rules, Return to the Human2026-07-01
A study of Daniel Cook (Danc)—maker of Triple Town and Cozy Grove, and author of the design blog Lost Garden for over twenty years—drawn from four of his own signed essays. We read his early idea of dissecting play into 'skill atoms', his obsession with the 'evergreen puzzle' that yields the most play from the fewest rules, his publicly told failures (a collapsed MMO, being cloned), the paradox of a 'puzzle-hater' who keeps building puzzle-like systems, and his arc from trust in systems toward a wariness about filtering out our humanity.
- 第10期Sam Barlow 的哲学——抛弃容器,在观众脑中上演故事2026-06-30
以Sam Barlow 的本人访谈与 GDC 演讲为依据,考察这位《Her Story》的设计者。"抛弃容器"哲学、对真实表演与检索型结构的执着、花费三年后被取消的项目这一职业最大失败及其升华、放弃控制的两难,以及影响来源——仅凭公开发言加以解读。
- 第9期Inside Maddy Thorson's Philosophy — Keep It Hard, Make It Kind2026-06-27
A study of Maddy Thorson (TowerFall, Celeste) built from her own blog, interviews, and GDC talk: a philosophy of keeping difficulty while making it kind, an obsession with fudging things "a little" in the player's favor, and the dilemma of authorial intent versus letting go.
- 第8期Patrick Traynor 的设计哲学——将设计视为发现而非发明2026-06-24
通过 Patrick Traynor 本人的访谈与 GDC 2024 演讲,考察这位独自完成《Patrick's Parabox》的制作者。他将递归称为「宇宙角落里的真实」,将自己定位为发现者而非发明者;本文聚焦其设计思想、对「可接触性」的执着、难度曲线与规则制定上的失败与突破,以及发现者的伦理。
- 第7期Stephen Lavelle 的哲学 — 以「不解释」为作品2026-06-20
「Nah I don't feel like it(不,我不想说)」——面对玩家希望他解说自己作品设计的请求,Stephen Lavelle(increpare)只给出了这样简短的回答。这位为独立游戏开发者做了免费拼图引擎 PuzzleScript、并凭一己之力制作了被誉为《史上最难的索科班》的《Stephen's Sausage Roll》的开发者,500多部作品中的大多数都以免费形式公开发布。本文通过分析本人的博客与采访,考察其工作方式与哲学。
- 第6期Alan Hazelden 的哲学 — 先大量制作,为「思考」命名2026-06-17
「制作优秀游戏最有效的方法,是先大量制作并不优秀的游戏」——伦敦谜题作家 Alan Hazelden(Draknek)持续创作着不依靠文字、仅靠关卡配置来传授机制的「thinky」谜题。从本人的发言解读其哲学、执着、失败、两难困境与影响源。
- 第5期杰佩·卡尔森的哲学 — 谜题建于「信任」之上2026-06-13
横读杰佩·卡尔森(《Limbo》《Inside》首席玩法设计师、《COCOON》之父)三篇本人访谈的考察。他以「信任」与「可玩性」为一贯哲学、以简单抵消复杂的手法、忍痛删减心爱内容之苦,以及他承认的任天堂与 Playdead 影响,皆仅以核对过原文的发言加以追溯。
- 第4期水口哲也的哲学 — 设计的是感官,而非类型2026-06-10
横读水口哲也(Rez、Lumines、Tetris Effect 之父)四篇本人访谈的考察。他设计感官而非类型、以「让人落泪」为终点的一致哲学,给经典加什么的两难,以及从康定斯基到一夜音乐节的影响来源,仅以核对过原文的发言加以追溯。
- 第3期Arvi Teikari 的哲学 — 因为想惊吓玩家,所以让规则本身来玩2026-06-03
「对我来说最大的动机,就是单纯想做自我表达」——芬兰个人开发者 Arvi Teikari(Hempuli)以《Baba Is You》——把规则当作单词方块摆在盘上、再让玩家自己改写——让世界吃了一惊。本文从他本人的发言里读他的哲学、坚持、失败、两难与影响来源。
- 第2期Lucas Pope 的哲学 — 没有问题,就没有兴趣2026-05-31
「没有问题,我就没什么兴趣。可一旦有约束、有限制,兴趣就突然来了」——Lucas Pope 始终把自己称为「工程师」。把平凡的工作反转、削掉、把剩下的交给玩家的想象力。本文从他的访谈与讲座中读他的哲学、坚持、失败、两难与影响来源。
- 第1期Jonathan Blow — 揭示真相的装置,与不肯让步的意义2026-05-30
说着「游戏是揭示真相的装置」,却对自己的作品断言「连一个词都已经定好意义」。本文从本人访谈与讲座里,读 Jonathan Blow 的哲学、坚持、两难、代价与影响来源。