ou
Identifiez-vous pour activer la commande 1-Click.
Amazon Rachète votre article
Recevez un chèque-cadeau de EUR 11,80
Amazon Rachète cet article
Plus de choix
Vous l'avez déjà ? Vendez votre exemplaire ici
Désolé, cet article n'est pas disponible en
Image non disponible pour la
couleur :
Image non disponible

 
Dites-le à l'éditeur :
J'aimerais lire ce livre sur Kindle !

Vous n'avez pas encore de Kindle ? Achetez-le ici ou téléchargez une application de lecture gratuite.

Patterns In Game Design [Anglais] [Broché]

Staffan Bjork , Jussi Holopainen

Prix : EUR 49,83 LIVRAISON GRATUITE En savoir plus.
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
Temporairement en rupture de stock.
Commandez maintenant et nous vous livrerons cet article lorsqu'il sera disponible. Nous vous enverrons un e-mail avec une date d'estimation de livraison dès que nous aurons plus d'informations. Cet article ne vous sera facturé qu'au moment de son expédition.
Expédié et vendu par Amazon. Emballage cadeau disponible.

Produits fréquemment achetés ensemble

Patterns In Game Design + Theory of Fun for Game Design + L'Art du game design: 100 objectifs pour mieux concevoir vos jeux
Prix pour les trois: EUR 106,80

Certains de ces articles seront expédiés plus tôt que les autres.

Acheter les articles sélectionnés ensemble


Détails sur le produit


En savoir plus sur l'auteur

Découvrez des livres, informez-vous sur les écrivains, lisez des blogs d'auteurs et bien plus encore.

Vendre une version numérique de ce livre dans la boutique Kindle.

Si vous êtes un éditeur ou un auteur et que vous disposez des droits numériques sur un livre, vous pouvez vendre la version numérique du livre dans notre boutique Kindle. En savoir plus

Quels sont les autres articles que les clients achètent après avoir regardé cet article?


Commentaires en ligne 

Il n'y a pas encore de commentaires clients sur Amazon.fr
5 étoiles
4 étoiles
3 étoiles
2 étoiles
1 étoiles
Commentaires client les plus utiles sur Amazon.com (beta)
Amazon.com: 3.3 étoiles sur 5  9 commentaires
13 internautes sur 13 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Don't be mislead by the name 16 juillet 2009
Par Ravinunt A. Sudangnoi - Publié sur Amazon.com
Format:Broché
Don't be mislead by the name of this book, it is not "Design Patterns in Games" it is "Patterns in Game Design." Many of the people below have misread the title and have bought it before doing their research.

This is a book on game design, on a method of formal analysis that needs more attention in the game design world. Some people are afraid that if we list all game elements to pick and choose from, we'd end up with stale mass produced games. This is NOT true, please don't be mislead by this thought. Not only does that thought not prevent stale badly made mass produced games to begin with, but like many other structured artistic works (TV, Literature, and the like) games can benefit from a defined lexicon of elements (Patterns in this book). Recognizing the things that games share in common with each other can help you to find what it is that makes a game unique.

Like literature, everything under the sun has pretty much been done already in games. While there are some elements that have yet to be discovered in games, no matter what communication between Designer and Player still requires familiar elements to encourage play and game mastery. Because of this, there will likely be no completely contrary game. A game that is completely different from all other games (I mean shares NO elements in common with any other game), is likely to be a bad one. Just like a movie that shared no elements in common with all other movies would likely be unsuccessful.

Simply because these elements exist and are strictly defined does not require you to follow them strictly, the point is to use the pattern as a starting point to adapt, combine and create using the components given to you, much like programming you can use these abstract tools to create things of great complexity. The elements in the book are described thoroughly and give links to other elements that are related as well as problems and rewards that may arise with using the element. This is essential to understanding that design choices in gaming usually have inherent positives and drawbacks.

In conclusion, this book provides an excellent resource to the abstract art that is Game Design [...]. As someone who has used this method to analyze a particularly difficult to categorize game, I found the experience very rewarding, because I better understood the effect that each pattern gave to the game as a whole. There is one negative however, this book is a little old and new elements need to be added, but it can't go anywhere if the only reviews on it represent a mistake in purchase.

PS. My Game Design teacher at Digipen recommended that a good exercise for Game Designers would be to pick element patterns at random and try to make a good game out of that (remember you can adapt the patterns, they are only a start).
2 internautes sur 2 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 An Important Reference 15 juin 2010
Par Quiet Observer - Publié sur Amazon.com
Format:Broché
This book collects and classifies (arguably) all the commonly-found design elements of games, providing a very useful reference for game designers. For designers interested in in-depth analysis of games and gameplay mechanics, this book provides a reference by which game design elements can be systematically identified.

I have found this useful not only for analysis, but more importantly in serving as a framework for gameplay derivation especially when translating gameplay dynamics from traditional games, play, and popular interactions into the modern mediums of computers, the internet, and online social networks.

This approach was used, for example, in the MILLEE project by CMU professor Matthew Kam, where native traditional games were analyzed using the patterns in this book to help derive language-learning games that were more accessible and attractive to children from impoverished areas of the developing world.

Depending on how you use it, this book can be truly invaluable.
10 internautes sur 14 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 Not at all a pattern language, but rather an excellent lexicon 31 janvier 2006
Par Mark C. Josef - Publié sur Amazon.com
Format:Broché
Despite the title, this book isn't a book of game design patterns. Patterns are best practices, designed to solve particular design problems. The "patterns" in this book are nothing of the sort--some of them aren't even positives, but negatives.

However, I still feel that this book deserves 4 stars, since what it *is* is a lexicon. And a very thorough lexicon, at that. So hey, take it for what it is, not what they claim it to be.
Ces commentaires ont-ils été utiles ?   Dites-le-nous

Discussions entre clients

Le forum concernant ce produit
Discussion Réponses Message le plus récent
Pas de discussions pour l'instant

Posez des questions, partagez votre opinion, gagnez en compréhension
Démarrer une nouvelle discussion
Thème:
Première publication:
Aller s'identifier
 

Rechercher parmi les discussions des clients
Rechercher dans toutes les discussions Amazon
   


Listmania!

Créer une liste thématique Listmania!

Rechercher des articles similaires par rubrique


Commentaires

Souhaitez-vous compléter ou améliorer les informations sur ce produit ? Ou faire modifier les images?

Déclaration de confidentialité Amazon.fr Informations sur la livraison Amazon.fr Retours & Echanges Amazon.fr