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前两天在 slashdot.org 上看到这个月经题,其中有些回应很有意思,值得参考; 摘录原文重点并修饰翻译如下 http://games.slashdot.org/story/09/07/02/1536226/What-Are-the-Best-First-Steps-For-Becoming-a-Game-Designer 原问题: "当上游戏设计师最好的办法?" What Are the Best First Steps For Becoming a Game Designer? 以下为众人的回应 http://games.slashdot.org/comments.pl?sid=1289981&cid=28559503 游戏设计师是一个职业;会问这种问题的人永远办不到。 Being a game designer is a vocation. Anyone asking the question "what is the best way to become a game designer" will never make it. There is no best way, you have to fight your way in by being both excellent and probably cheap and overworked in most cases. http://games.slashdot.org/comments.pl?sid=1289981&cid=28559681 你想当一个游戏设计师? 那就去设计游戏。 你不需要先找到游戏设计师的工作再开始设计游戏。 如果你会写程式,那就开始写游戏 (XNA/FLASH/JAVA 都可以)。 如果你不会写程式,那就从用已存在的工具改造现有的游戏 (如 Neverwinter Night / WarCraft3 / StarCraft / Baldur's Gate / MUGEN / Unreal Tournament)。 再不然,去买一分用纸笔就可以玩的桌上RPG,开始设计你自己的冒险故事。 如果你连这些都办不到,那就代表你不是这块料。 To put the point more directly, don't try to get a job as a game designer, then start designing games. Once upon a time, in the late eighties, this is how things were done. Now, trying to become a game designer is like trying to become a movie star. Huge numbers of applicants mean the few entry level designer positions that ARE available, are snapped up immediately by people with better qualifications than you. You want to be a game designer? Then design games. If you have programming skills, grab XNA or Flash, or even (like I'm using) Java and start coding something. You don't? Then get an existing games with already-developed toolsets like Neverwinter Nights or any of the several FPS'es with level editors, and get cracking. Even this is beyond you? Go buy a pen and paper RPG system, and start desigining adventures. If you can't hack it, then this is a sign you have not got what it takes. http://games.slashdot.org/comments.pl?sid=1289981&cid=28562717 写游戏程式并不代表设计游戏;要设计游戏也不代表你一定要会写程式。 回到一开始的问题: 你到底应该做什麽? 你应该做的就是"设计游戏"。 用现有的游戏的编辑器去创造出有可玩性的东西; 或在纸上设计些好玩的游戏规则。 如果你能一面做出好玩的东西且一面学到些技术,那你就做对了。 So in the end, programming games does not necessarily mean designing games, and designing games definitely doesn't mean you have to be a programmer. It depends very much on the team you are in. Back to the original question... what should you do? Make games. Use the editors and mod tools that are out there, and create some playable stuff. Or start doing paper games and making friends play them. If you are not doing something online, try to get a paper game in print, even if it's a small run and self-funded. Like an artist, you need a portfolio. If you can create material that is fun while you develop your technical skills, you are on the right path. http://games.slashdot.org/comments.pl?sid=1289981&cid=28559671 持之以恒;从头到尾完成一个作品。 这作品可以是一个很简单的 pong-clone 。 不用在乎有没有人下载试玩你的作品,好好地完成一个作品并释放你的作品。 如果能做到这样,你就已经胜过九成那些所谓的 indie 游戏设计师了。 Look around any indie game developer forum and you'll see tons of posts about games that sound great, but only a handful of posts about games that are working and finished. Many of these get through the initial design stages, but their creators stall out at some process after that. Sometimes the design is simply too complicated for a first project. Sometimes they get a few lines of code down, but never return. Sometimes they implement all the interesting parts, but get hung up on the final details necessary for making a release. My first suggestion is to use Apple as a model and never talk about things you are planning. Only talk about things that are finished or very close to finishing. You may need some outside programming help at some point along the way, of course, but there's rarely a need to get too specific about your game when asking for help. Second, finish something. It can be a simple as a pong clone. Doesn't matter if anybody ever downloads it, just finish it and release it. Just getting that far puts you above 90% of the indie "developers" out there. http://games.slashdot.org/comments.pl?sid=1289981&cid=28559707 [呼应我在此篇文章末的意见,此篇回应无翻译,请自己读 :)] The best experience for designing, if you still want to continue down that path, is to read about it constantly, and actually do it, also constantly, and get lots of people to tell you how you're a bad designer, until they stop saying that. Get a subscription to Game Developer Magazine, read books on game design, and by all means design your own games. Start simple and write a complete design document for an existing game such as Pac-Man. Maybe even figure out how to make it better and incorporate that into your design. Join the nearest IGDA chapter and go to meetings. Form relationships with people in the industry and ask them to critique your design documents from a professional viewpoint. Now, you asked about programming languages, which is totally not what a designer should be asking. But if you want to go that route and be a game programmer, then consider what platforms you want to target, and learn the languages appropriate for that. For the iPhone, learn Objective-C++. For consoles, C++ is generally the way to go. For websites, probably ActionScript in Flash, or you could try lua in WildPockets. And if you have aspirations of being a level scripter (much easier than arbitrary game programming), then you should learn to make a mod in a variety of engines using their native languages: lua, python, UnrealScript, QuakeC, etc. For any route you want to take, the most important thing for you to learn is everything. By that, I mean study all kinds of topics that you might think are completely unrelated to game design: history, fashion, languages, art, avionics. After you've gotten yourself into the habit of learning with great breadth and depth, and hopefully applying your new varied knowledge to your ideas, the best way for you to get a job in the industry is to meet and hang out with people who are already in it. To that end, join your local IGDA chapter, as I mentioned two paragraphs ago. ============ 摘录结束 ==================== 给在读这篇文章的你,我个人的意见是: 你喜欢美国人做的游戏,就去学习英文。 你喜欢日本人做的游戏,就去学习日文。 不用说听读写样样精通,但至少要能读;要能读得懂,还要读得快。 因为在这个年代,最新、最完整的资讯不是用中文写出来的。 如果你喜欢华人做的游戏…呃…至少你已经会读中文了,可喜可贺,可喜可贺 XD --



※ 发信站: 批踢踢实业坊(ptt.cc)
◆ From: 65.87.177.212
1F:推 softwind:大意是 兴趣并持之以恒(热忱) 比专业和工具都要重要! 07/06 01:49
2F:推 srdrds:这对我真是当头棒喝阿 感谢大大的启发 DO才是我欠缺的 07/06 09:10
3F:推 scbhung:Game Designer对应到台湾的职称,应该是指游戏企画 07/06 14:21
4F:推 msc0953:这里的 Game Desiner 应该是泛指从事开发游戏的人 07/06 18:19
5F:推 justben:台湾好像没有游戏设计的杂志XD 07/06 22:04
6F:推 asoedarren:我这边还有收藏几本古老的游戏设计大师杂志 真怀念 07/06 22:32
7F:推 BSpowerx:推一个! 突然发现我一直以还不会写程式来偷懒QQ 07/06 22:50
8F:推 biowave:有阿 游戏设计大师 从创刊号买到停刊号.... 07/06 23:27
9F:→ adms:是本好杂志阿...可惜了 07/07 00:17







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