……在房间里绕一圈。然后,如果你一周后再看它依然想跳过,那你就挑对好东西了。(要是它能让其他人也跟着想略过,那就更有用了。)具体哪本书我说不好。Chris Crawford 的《The Art of Interactive Design》相当不错,就是挺贵的。任何相关主题看 Tufte 都棒极了,哪怕他并不太注重美学。这里有几样曾启发过我的东西。Facebook:看看它到底有多……
…around a room. Then, if you look at it a week later and still want to skip, you've got a keeper. (It helps if it makes other people skippers too.) I don't know about a specific book. Chris Crawford's The Art of Interactive Design is pretty good, but it's expensive. Tufte is great for any sort of related subject, even if he doesn't focus too much on aesthetic. Here are a few things that've inspired me. Facebook: look at how much…
……基于故事的游戏所面临的挑战。我记得的部分是他如何把故事建模成带有 fan-out、foldback、tree-of-death 等的分支树(他在《The Art of Interactive Design》这本书的“Architecture”一章讲过这个)。我后来没怎么关注 Crawford 在 Erasmatron 或之后的成果,但到了 90 年代末,他的故事模型听起来已经从树形变成了图网络结构,就像有限状态机一样。……
…challenges of story-based games. The part I remember is how he modeled stories as branching trees with fan-out, foldback, tree-of-death, etc (he covers this in the "Architecture" chapter of this book "The Art of Interactive Design"). I didn't really follow Crawford's work on Erasmatron or later, but by the late 90's it sounded like his story model had changed from a tree to a graph network structure, like a finite state machine.…
……一个三阶段的互惠过程,与对话同构:互动者倾听对方,思考所说的话,然后说出回应。对方接着也照做。参见 Crawford 的著作《The Art of Interactive Design》(2003),或者他的文章《Fundamentals of Interactivity》(1993)。对于操作类软件来说,交互是完全适用的:用户查看模型的视觉表征,思考要操作什么……
…three-phase reciprocal process, isomorphic to a conversation: an interactant listens to her partner, thinks about what was said, and speaks a response. Her partner then does the same. See Crawford’s book The Art of Interactive Design (2003), or his essay Fundamentals of Interactivity (1993). For manipulation software, interaction is perfectly suitable: the user views a visual representation of the model, considers what to manipulate…
……在房间里绕一圈。然后,如果你一周后再看它依然想跳过,那你就挑对好东西了。(要是它能让其他人也跟着想略过,那就更有用了。)具体哪本书我说不好。Chris Crawford 的《The Art of Interactive Design》相当不错,就是挺贵的。任何相关主题看 Tufte 都棒极了,哪怕他并不太注重美学。这里有几样曾启发过我的东西。Facebook:看看它到底有多……
…around a room. Then, if you look at it a week later and still want to skip, you've got a keeper. (It helps if it makes other people skippers too.) I don't know about a specific book. Chris Crawford's The Art of Interactive Design is pretty good, but it's expensive. Tufte is great for any sort of related subject, even if he doesn't focus too much on aesthetic. Here are a few things that've inspired me. Facebook: look at how much…
……基于故事的游戏所面临的挑战。我记得的部分是他如何把故事建模成带有 fan-out、foldback、tree-of-death 等的分支树(他在《The Art of Interactive Design》这本书的“Architecture”一章讲过这个)。我后来没怎么关注 Crawford 在 Erasmatron 或之后的成果,但到了 90 年代末,他的故事模型听起来已经从树形变成了图网络结构,就像有限状态机一样。……
…challenges of story-based games. The part I remember is how he modeled stories as branching trees with fan-out, foldback, tree-of-death, etc (he covers this in the "Architecture" chapter of this book "The Art of Interactive Design"). I didn't really follow Crawford's work on Erasmatron or later, but by the late 90's it sounded like his story model had changed from a tree to a graph network structure, like a finite state machine.…
……一个三阶段的互惠过程,与对话同构:互动者倾听对方,思考所说的话,然后说出回应。对方接着也照做。参见 Crawford 的著作《The Art of Interactive Design》(2003),或者他的文章《Fundamentals of Interactivity》(1993)。对于操作类软件来说,交互是完全适用的:用户查看模型的视觉表征,思考要操作什么……
…three-phase reciprocal process, isomorphic to a conversation: an interactant listens to her partner, thinks about what was said, and speaks a response. Her partner then does the same. See Crawford’s book The Art of Interactive Design (2003), or his essay Fundamentals of Interactivity (1993). For manipulation software, interaction is perfectly suitable: the user views a visual representation of the model, considers what to manipulate…