TAG
#gdc
0 篇评论 · 5 篇随笔
相关随笔
The MDA Framework (2004) — Three Words Puzzle Designers Still Use
In 2004, a few-page paper presented at an AAAI workshop reshaped the vocabulary of game design. Robin Hunicke, Marc LeBlanc, and Robert Zubek formalized Mechanics, Dynamics, Aesthetics. This piece follows those three words from Doug Church's unfinished 1999 homework, through a GDC workshop room, into the real project Oasis, and onto the shelf we now call Steam.
The Art of Computer Game Design (1984) — The First Book That Tried to Define What a Game Is
In 1984, Chris Crawford — a game designer who had just been laid off by Atari — wrote a book: The Art of Computer Game Design. It was the world's first serious attempt to define a game itself, through four elements: representation, interaction, conflict, and safety. This essay traces the early-1980s context that produced the book, the small living-room gathering he started the following years that grew into today's GDC, and why his definition still fuels academic debate today.
"Strengthen the core by cutting away" — Witch Beam's three pillars behind Unpacking, per their GDC talk
One piece today. I read in full "'Unpacking' the design pillars of a chill puzzle game," written by Game Developer editor-in-chief Danielle Riendeau on 21 April 2023. Based on a GDC 2023 talk by Witch Beam creative director Wren Brier, the piece traces how the 2021 "chill" puzzle game Unpacking — which has no score, no fail state, and no dialogue — used "subtractive design" to distill its core down to three pillars: contemplation, discovery, and expression, in the developer's own words. The talk dates to 2023, so I'm covering it with the date clearly noted.
Inside Scott Kim's Philosophy — making the right answer belong to the solver
A study of Scott Kim — ambigram artist and designer of Bejeweled 2's puzzle mode — built only from what he has written and said in public. The asymmetry hidden in his two-line definition. His design rules: build a good toy first, and never let the controls be the difficulty. The defeats he keeps describing in mathematics education, and his turn from stick to carrot. The dilemma he names himself: how to put the thrill of competition back into a solitary act. Closing with Kizuki's own reading.
谜题并非为了「增加难度」,而是为了「展示系统」——Patrick Traynor 讲述 Patrick’s Parabox 的系统化设计(GDC 2024)
今天一篇。Patrick Traynor(Patrick’s Parabox 作者)在 GDC 2024 上发表的讲演《System-Centric Puzzle Design in Patrick’s Parabox》官方幻灯片。他的出发点是悖论式的——「谜题的目的不是制作酷炫的谜题。谜题的目的是展示这个酷炫的系统(递归箱子)」。因此难度被设计为「传达」而非「挑战」的工具。




