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呢個 電子遊戲詞彙表 din 6 zi 2 jau 4 hei 3 ci 4 wui 6 biu 2 係 電子遊戲 [註 1] 上常用嘅詞彙一覽。廿一世紀嘅 電子遊戲設計 同 製作 係高度專業化嘅領域,途中用到-呢個表當中有提及嘅- 數學 、 程式編寫 同 人工智能 等領域上嘅知識。因為遊戲設計同製作嘅專業性,受過專業訓練嘅遊戲設計師同製作師需要對呢啲詞彙有返咁上下熟,並且用呢啲詞彙作出專業性嘅討論同思考點樣製作出好玩嘅遊戲 [1] 。. 呢個表提到嘅概念有唔少喺第啲媒體嘅 遊戲 ( 圖板遊戲 同 紙牌遊戲 等)當中都會用到 [2] :Ch. 電子遊戲可以按「喺乜平台玩」、玩嘅人數、同埋玩法等嘅準則分類。有關將電子遊戲按玩法分類嘅相關詞彙,可以睇 電子遊戲類型一覽 。. 電子遊戲製作 (video game development)係製作一隻電子遊戲嘅過程。要製作一隻電子遊戲,製作者需要做多個工序:佢哋要諗好隻遊戲嘅核心諗頭,再做好 程式編寫 、 電腦圖像 製作、同為隻遊戲寫故仔等嘅工作,搞掂之後,仲要度有關點樣為隻遊戲做宣傳等嘅問題,而且喺隻遊戲出咗街之後,製作組仲要喺 社交媒體 等嘅地方留意玩家俾嘅意見,睇吓隻遊戲有冇乜嘢要再執 [13] 。因為電子遊戲製作嘅專業性,呢個領域當中有相當多嘅行話 [14] 。. 遊戲平衡 (game balance)指一隻遊戲每個子系統(角色或者武器等)都要同同類嘅子系統差唔多咁勁。如果有某啲角色勁過同類好多,會造成玩家一味淨係用嗰啲勁嘅角色-而遊戲設計師一般會想玩家多啲試用唔同嘅角色,等隻遊戲有啲多樣性 [49] 。. 製作組要幫手度隻遊戲要用乜方法賺錢。 電子遊戲搵錢方法 (video game monetization)嘅常見相關詞彙有以下呢啲 [51] [52] :. 美術工作 係遊戲製作另一個重要部份:一隻(唔只電子)遊戲需要俾玩家決定要作出乜行動,而為咗俾玩家知要做 決策 ,隻遊戲實要以某啲方式,呈現遊戲世界嘅狀態俾玩家知;喺廿一世紀嘅應用當中,遊戲世界通常會用有吸引力嘅 電腦圖像 (CG)再加埋適當嘅 聲音 嚟呈現(而唔係俾玩家睇一柞電腦碼)。因為噉,製作組要曉做美術嘢,能夠加一啲靚嘅聲同圖像落隻遊戲嗰度 [13] 。. 一隻電子遊戲係個 電腦軟件 :喺做好設計之後,製作組就要郁手寫隻遊戲嘅程式。 遊戲編程 (game programming)就係遊戲製作嘅一個子領域,專門諗「要用乜 演算法 先可以最有效噉編寫一隻遊戲程式」同「點確保遊戲程式唔會出錯」等嘅問題-例如隻遊戲程式出錯,令玩家辛苦建立嘅嘢意外被刪除咗,會搞到玩家好冇癮同對隻遊戲嘅銷量有嚴重負面影響,所以點樣避免呢類嘢喺遊戲編程上係重要課題 [92] 。. 一個 遊戲引擎 (game engine)係指一個設計嚟俾人製作遊戲嘅 軟件開發 環境;一款遊戲引擎會包含咗處理 遊戲物理 嘅程式、一系列嘅 人工智能 程式、同處理 電腦圖像 嘅程式等,俾用家運用呢啲資源製作自己嘅遊戲,等有志做 遊戲製作 嘅人唔使吓吓都靠自己搵同寫(好多時隻隻遊戲都要用嘅)基本程式,俾好多人指係廿一世紀初遊戲製作平民化嘅主因之一;例如 Unity 就係廿一世紀初好受歡迎嘅一款遊戲引擎 [] 。. 人工智能 (AI),全名「artificial intelligence」( 人工智能 ),包括一啲用嚟令 非玩家角色 (睇下面「NPC」)展現類似有 智能 行為嘅演算法 [] 。. 順帶一提,將 target. position - character. position 改做 character. position - target. position 就可以令段演算法變成教個 AI 避開一件物件(就係所謂嘅 逃走 ;flee) [] ; flee 嘅輸入可以係「預測敵人子彈若干秒後嘅位置」,教個人工智能避子彈 [] 。. 順帶一提,將「交俾 seek 」變成「交俾 flee 」就可以令段演算法變成教個 AI 避開一件郁緊嘅物件(就係所謂嘅 迴避 ;evade) [] 。. 遊戲機制 (game mechanic)指玩家能夠向隻遊戲提供輸入影響遊戲狀態嘅方法。喺遊戲設計嘅 MDA 框架 (MDA framework)當中,遊戲機制係一隻遊戲嘅三大組成元素之一,所以遊戲設計師一定要熟知唔同嘅遊戲機制,並且用呢啲知識設計出好玩嘅遊戲 [3] 。. 順帶一提,以下嘅遊戲機制有唔少喺 中世紀 (5 至 15 世紀)經已喺 象棋 等遊戲當中存在 [] 。. 道具 (item)係指遊戲過程當中玩家可以獲取嘅物品。呢啲物品有各式各樣嘅功能,有啲對玩家有利,例如係 RPG 當中常見,用咗可以回復 生命值 嘅物品(外觀上通常係藥包或者藥水);又有啲道具對玩家有少少害,例如一件重嘅 裝甲 ,裝備咗可以提升防守力,但會令速度下降;又有啲道具係冇乜用,純粹俾玩家攞嚟貪得意收集嘅。喺編程上,個 遊戲程式 要曉 foreach 可以帶道具嘅角色,為嗰一個角色記住佢持有乜道具,而且好多時要有個 道具欄 (inventory),俾玩家睇個角色有乜道具喺手同撳掣揀用邊個道具 [] 。. 喺某啲類型嘅遊戲(尤其係 MMORPG )當中,道具甚至會形成 虛擬經濟 (virtual economy):呢類遊戲有機制俾玩家收集道具,又俾佢哋喺遊戲世界嘅 市場 嗰度、用虛擬金幣同 NPC 或者第啲玩家買賣道具-形成一個由電腦碼組成嘅 經濟體 ;因為噉,有唔少遊戲製作組喺設計遊戲嗰陣,會俾錢請 經濟學家 做顧問,再唔係索性親自走去讀少少 經濟學 ,度橋務求妥善噉 管理 隻遊戲嘅虛擬經濟 [] 。. 常見嘅遊戲道具相關詞彙有以下呢啲 [] :. 除咗某啲特定類型嘅遊戲(例如 互動式小說 )之外,電子遊戲冚唪唥都會有 地圖 (map)-一個俾玩家控制啲角色喺裏面移動嘅虛擬空間。個遊戲程式要記住一幅地圖嘅唔同坐標位置有乜物件,並且喺玩家給予移動指令嗰陣,將遊戲角色 喺個空間入面移動 (加減啲坐標值) [] 。. 建築學 (architecture)係專門研究 建築物 應該點設計嘅一個 藝術 同 工程 領域,一個受過專業訓練嘅 建築師 曉點樣設計一個結構嘅空間嚟達到各種理想嘅效果,例如係高效率嘅移動同順眼嘅外觀;因為噉,有啲遊戲製作商會出錢請建築師幫手度橋,設計遊戲世界嘅空間;另一方面,又有啲建築師同建築學者因此對 遊戲設計 產生興趣-遊戲世界係一個同現實建築好唔同嘅環境,例如遊戲入面嘅建築物設計嚟係俾玩家探索嘅,而現實嘅建築物設計嚟係要住得人嘅,而且遊戲世界嘅建築物仲可以無視現實嘅 物理法則 ,即係話對建築師嚟講,「幫遊戲世界設計建築物」可以係一種好新鮮嘅體驗 [] [] 。. 遊戲顯示儀 (head-up display,HUD):指將遊戲狀態相關嘅資訊-玩家角色嘅 生命值 、時間、 小地圖 等-顯示俾玩家睇嘅一個介面 [] 。. 戰鬥系統 (combat system)係指一隻遊戲點樣處理戰鬥;喺好多類型嘅遊戲入面都有戰鬥,個 遊戲程式 喺玩嗰陣有兩個可能狀態-戰鬥同非戰鬥,即係大致上可以想像成噉嘅 虛擬碼 [] :. 喺 RPG 當中,通常玩家會喺一個遊戲世界入面移動,如果撞到敵人(睇 隨機遇敵 )就進入戰鬥,而喺 MMOG 入面,就比較可能會係每當玩家撳咗「參與對局」之後,遊戲程式做 對局配對 (睇上面),搵對局俾玩家加入,搵到就進入戰鬥 [] 。. 狀態效果 (status effect)係常見於(但唔只限於)RPG 嘅一種機制,指一個角色暫時或者永久噉進入某種狀態。狀態效果可以係由異能引致嘅,例子有 RPG 或者隊制 射擊遊戲 當中「暫時提升隊友攻擊力」嘅異能;又有啲角色可以齋靠普通嘅攻擊就令敵人進入狀態效果,例如好多 RPG 裏面,有啲敵人喺美學設計上係一啲有毒嘅怪獸(例: 蠍子 ),玩家角色淨係俾佢哋攻擊揩到經已會中毒;喺好多遊戲入面,當一個角色陷入咗負面嘅狀態,佢可以搵某啲特定嘅道具或者異能嚟清除個狀態,又有啲負面狀態係曉隨時間自己甩返落嚟嘅。常見嘅狀態效果有以下呢啲 [GB 15] [橋 24] :. 一個 關卡 (英文入面有 level、stage 等嘅多個名),簡稱「關」,係一隻遊戲入面嘅一橛。當一關開始嗰陣,玩家通常會俾隻遊戲叫佢去做某啲特定嘅工作,而喺工作完成咗之後可能有下一件工作,最後當玩家搞掂嗮嗰一關要佢做嘅工作嗰時,佢就會成功過關。關卡式嘅遊戲流程方式常見於 動作遊戲 。定義上,「遊戲」本質就係要求玩家作出決擇同達到目的嘅媒體,所以 關卡設計 (level design)喺遊戲設計同遊戲製作領域當中係相當大嘅一環 [88] [] 。. 一隻遊戲會有一啲 角色 ,設計師往往會想玩家當正自己係所操控嘅角色,投入隻遊戲嘅虛擬世界同當啲角色係真人。事實係, 遊戲設計 研究顯示,遊戲角色嘅設計的確會影響玩家能唔能夠投入隻遊戲,而投入程度會影響佢哋享唔享受隻遊戲 [] ,所以遊戲設計同第啲媒體(戲同文學等)一樣,會重視角色設計上嘅考慮同思考有關角色性 橋段 嘅使用 [] 。. 以下係多人 動作遊戲 同 戰略遊戲 當中,基於能力值同異能作嘅角色分類 [] [] :. 角色職業 (character class)係 RPG 當中嘅概念:為咗令到隻遊戲有更大嘅多樣性,每個角色都會有「職業」嘅屬性;一個角色通常只可以同時屬一個職業,但好多 RPG 都會容許一個角色遊戲中途轉工。職業會決定個角色嘅能力值同有乜異能,而每個職業都有專用嘅異能-於是玩家就有得透過揀職業嚟突顯自己個性,或者要思考唔同職業嘅角色喺戰術上要點互相配合。以下係一啲比較常見嘅職業。順帶一提,因為 RPG 傳統多數用 奇幻 作為遊戲嘅美學,所以呢啲職業係以奇幻故仔入面常見嘅角色類型嚟命名嘅 [橋 37] [] :. 喺廿一世紀嘅遊戲界,一隻遊戲出咗街之後,製作師仲有大把嘢做:佢哋通常會將遊戲程式編成曉將數據傳返去佢哋嗰度,而啲數據包括咗「邊年邊月邊日幾點,有幾多玩家玩緊邊個關卡」等等嘅資訊;佢哋會用呢啲數據監察隻遊戲嘅進行,睇吓隻遊戲有冇嘢要執,留意隻遊戲規則有冇漏洞俾玩家利用等-呢個過程就係所謂嘅 遊戲分析 (game analytics;睇埋 行為分析 );呢種工作要求製作師搜集有關玩家嘅數據,觀察同分析玩家嘅行為,將玩家分門別類同了解每種玩家行為會點影響遊戲運作-於是又出咗一柞行話 [] [] 。. 出茅招 (cheating)係指玩家用非正當嘅方式玩一隻遊戲,目的通常係要令遊戲變得更加容易,又或者係喺 PvP 嘅遊戲當中打低自己正常情況下唔能夠打低嘅對手 [] 。「對於玩家出茅招要點處理」喺 網上 多人遊戲 嘅製作同管理上零舍受關注,因為呢啲遊戲其中一大賣點就係佢哋可以俾玩家互相競技,而茅招嘅存在會嚴重破壞一隻遊戲嘅競技性 [] 。. 呢個表 唔完整 ,歡迎幫手 加料 。. 兩個細路喺 德州 國立電子遊戲博物館 玩一隻舊式遊戲。幅相係 年影嘅。. 一隻電子遊戲嘅 原型 ;班遊戲設計師用紙板同粒粒代表隻遊戲入面嘅元素,嘗試喺真係郁手寫程式之前想像吓隻遊戲玩起上嚟會係點。. Play media. normalize steering. orientation , steering. class Arrive class Align orientation - character. class VelocityMatch velocity - character. 將要去嘅位置交俾 seek,教個 AI 去嗰個位置。 return Seek. class Face position if direction. x , direction. getParam character. TV Tropes. Giant Bomb. Bates, Bob Game Design 2nd ed. Thomson Course Technology. ISBN Baur, Wolfgang. Complete Kobold Guide to Game Design. Open Design LLC Burgun, Keith. Game Design Theory: A New Philosophy for Understanding Games. Costikyan, Greg. Uncertainty in Games. MIT Press Elias, George Skaff. Characteristics of Games. Hofer, Margaret. Princeton Architectural Press Huizinga, Johan. Homo Ludens: A Study of the Play-Element in Culture. Beacon Press Kankaanranta, Marja Helena. Design and Use of Serious Games Intelligent Systems, Control and Automation: Science and Engineering. Springer Malone, T. What makes computer games fun?. In Proceedings of the Joint Conference on Easier and More Productive Use of Computer Systems. 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Darmstadt, Germany: Springer. gameplay gestalt, understood as a pattern of interaction with the game system. In general, it [game play gestalt] is a particular way of thinking about the game state from the perspective of a player, together with a pattern of repetitive perceptual, cognitive, and motor operations. A particular gameplay gestalt could be unique to a person, a game, or even a playing occasion. Unique game play gestalts can also be identified across games, game genres, and players. Exploring replay value: shifts and continuities in user experiences between first and second exposure to an interactive story. Cyberpsychology, Behavior, and Social Networking , 15 7 , Rock, Paper, Shotgun. The Artifice. Learning language through video games: A Theoretical Framework, an Evaluation of Game Genres and questions for Future Research. Turn-Based ". The Evolution and Social Impact of Video Game Economics. Lexington Books. Level up! Hoboken: Wiley. 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Using game theory and Competition-based Learning to stimulate student motivation and performance. BeadLoom Game: using game elements to increase motivation and learning. In Proceedings of the fifth international conference on the foundations of digital games pp. Framework for Designing and Evaluating Game Achievements. Proceedings of Digra Conference: Think Design Play , Hilversum, Netherlands, September , PDF. Level Up! John Wiley and Sons. Defining Dialogue Systems 互聯網檔案館 嘅 歸檔 ,歸檔日期年7月24號,.. July 8, []. AI game engine programming 2nd ed. Boston, Massachusetts: Course Technology. Human-like combat behaviour via multiobjective neuroevolution. In Believable bots pp. Springer, Berlin, Heidelberg. Dot Esports. Game Design Workshop: A Playcentric Approach to Creating Innovative Games. Road to VR. Hoboken, New Jersey: Wiley. Teleportation: The Impossible Leap. The effectiveness or lack thereof of aim-assist techniques in first-person shooter games. In Proceedings of the 32nd annual ACM conference on Human factors in computing systems pp. 互聯網檔案館 嘅 歸檔 ,歸檔日期年12月28號,.. PC GAMER. January 5, Damon Reece. April 27, "Archived copy". 互聯網檔案館 嘅 歸檔 ,歸檔日期年8月9號,. Factors affecting the cost of airplanes. Journal of the aeronautical sciences , 3 4 , Bits 'n' Bytes. Narrative Across Media: The Languages of Storytelling. U of Nebraska Press. World of Warcraft: Official Strategy Guide. Effect of playing violent video games cooperatively or competitively on subsequent cooperative behavior. Cyberpsychology, Behavior, and Social Networking , 15 5 , Computer Game Criticism: A Method for Computer Game Analysis. In CGDC Conf.. The Guide to Great Video Game Design. Age of Empires Series Wiki Fandom. Yahoo Sports. Introduction to Game Analysis. Identification with the player character as determinant of video game enjoyment. In International conference on entertainment computing pp. My Avatar, My Self: Identity in Video Role-Playing Games. University of Michigan. Tech Republic. CBS Interactive. The Deryni NextAdventure Game. Grey Ghost Press, Inc. Tarin; Badertscher, Ken; Cunningham, Wayne; Buskirk, Laura. Wild Web Rides. IDG Books Worldwide Inc. ISBN X. Tanks: Leading the ChargeNo, we're not talking about those huge army vehicles. Well, yeah, some MUDs do have that kind of tank in them, but that's not what we're referring to. A tank in a typical fantasy MUD is the character who, alone or in a group, is always the first to attack a monster. A mob will direct its attacks at the first person that hits it, so in a group the tank is generally some character with enough hit points to withstand this punishment. Meanwhile the others hack safely away at the adversary — at least until the tank is killed and somebody else becomes the lucky target. Some MUDs now have monsters that can switch their attacks to other characters in the group, so the tank approach doesn't work as well with them. If you're a newbie and are asked to join a group, it's important that you understand this concept. Listen to the leader and only attack after she says, or you may end up tanking something that will toast your hide in seconds. The Character of Difference: Procedurality, Rhetoric, and Roleplaying Games. Game Studies. The role of progression for gameful design. Titanfall Wiki. The Videogame Style Guide and Reference Manual. Basics of Game Design. Apex Legends Wiki. Overwatch Wiki. Aspect Core Rulebook FC SC. Technology Trees and Tools: Constructing Development Graphs for Digital Games - dissertation PDF. Tampere, Finland: Tampere University of Technology. GURPS Basic Set: Characters Steve Jackson Games, Torque 3D Game Development Cookbook. In Porter, David ed. Internet Culture pbk. Different MUDs institutionalize marriage in different ways, but in the LPMUDs that I study, predictable norms of monogamous heterosexuality are playfully reproduced. One can generally find a chapel, a priest, and heterosexual newlyweds, provided with familiar props such as rings, wedding dresses, and bouquets. Couples might subsequently pool bank accounts, or talk on a special private channel enabled by their wedding rings. They sometimes even adopt other players as their children. Predicting player behavior in tomb raider: Underworld. In Proceedings of the IEEE Conference on Computational Intelligence and Games pp. 原著 喺歸檔. 喺 搵到. April 30, Urban Dictionary. An inclusive taxonomy of player modeling. University of California, Santa Cruz, Tech. Design influence on player retention: A method based on time varying survival analysis. In IEEE Conference on Computational Intelligence and Games CIG pp. Avatar creation and video game enjoyment. Journal of Media Psychology. How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction PDF. 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The Art of Game Design: A Book of Lenses. Urban dictionary. Evolving neural network agents in the NERO video game. Proceedings of the IEEE , Games and Culture. Gaining Advantage: How Videogame Players Define and Negotiate Cheating. Chapter 5. Cheating: gaining advantage in videogames. MIT Press. In Katie Salen ed. The Ecology of Games: Connecting Youth, Games, and Learning, Pages. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, comra Code:' We Must Never Forget," GamePro April : Gamebots: a flexible test bed for multiagent team research. Communications of the ACM , 45 1 , Speedrunning: Interviews with the Quickest Gamers. McFarland Publishing. Tom's Guide. Playing a MMORPG is not all fun and games, you better have the right vocabulary. CBS Interactive, Inc.. Dallas Morning News. Otten October clutch performance: a study of sport performance under pressure". J Sport Exerc Psychol. New directions in the psychology of optimal performance in sport: flow and clutch states. Current opinion in psychology , 16, Optimizing play: How theorycraft changes gameplay and design. Game Studies , 11 2. Proceedings of IAC-TLEl 1 Proceedings of IAC-TLEl International Academic Conference on Teaching, Learning and E-learning in Budapest IAC-TLEl in Budapest , Friday - Saturday, July 10 - 11, Czech Institute of Academic Education z. Tabletop: Analog Game Design. Encyclopedia of Virtual Communities and Technologies. Idea Group Inc IGI. Computer Hope. Somalia Report. Resisting patches and errata: motivations and tactics. In Proceedings of the First International Joint Conference of DiGRA and FDG. DiGRA and FDG, Dundee. Fragging Fundamentals. High Score! PS4 Pro and Scorpio are the birth of a new upgrade cycle GamesRadar ". PDF , Power Play Publishing , , p. Arcade Mania! The Turbo Charged World of Japan's Game Centers , p. Biofeedback game design: using direct and indirect physiological control to enhance game interaction. In Proceedings of the SIGCHI conference on human factors in computing systems pp. A Gaming Dictionary for Parents". ABC News. Evaluating display fidelity and interaction fidelity in a virtual reality game. IEEE transactions on visualization and computer graphics , 18 4 , Evaluation of an adaptive game that uses EEG measures validated during the design process as inputs to a biocybernetic loop PDF. Frontiers in human neuroscience , 10, Army Research Laboratory. Archived from the original on 25 October Retrieved 8 September My original impetus for writing PING for 4. Dave Mills I named it after the sound that a sonar makes, inspired by the whole principle of echo-location From my point of view PING is not an acronym standing for Packet InterNet Grouper, it's a sonar analogy. However, I've heard second-hand that Dave Mills offered this expansion of the name, so perhaps we're both right. A Distributed Multiplayer Game Server System. Restoration of motion picture film. Conservation and Museology. Sullivan; Heiko Schwarz; Thiow Keng Tan; Thomas Wiegand August 22, IEEE Trans. on Circuits and Systems for Video Technology. 視像遊戲 同 電子遊戲. 研究 遊戲 要點 設計 嘅學問. 屬於1類 : 電子遊戲術語. 屬於5隱類: Pages using deprecated source tags Webarchive模wayback連結 CS1 maint: BOT: original-url status unknown 用緊ISBN魔術鏈嘅版 未搞掂嘅一覽. 導覽選單 個人架生 未簽到 同呢個互聯網地址嘅匿名人傾偈 貢獻 開戶口 簽到. 空間名 文章 討論. 外觀 閱 改 睇返紀錄. 頭版 目錄 正嘢 時人時事 是但一版 關於維基百科 聯絡處 捐畀維基百科. 說明書 城市論壇 社區大堂 最近修改. 有乜連過嚟 連結頁嘅更改 上載檔案 專門版 固定連結 此版明細 引用呢篇文 維基數據項. 下載PDF 印得嘅版本. 移動速度快過一般戰士,但好多時因為身體大(睇埋 命中框 )而容易俾敵人打中。. 速度快、身手敏捷,通常武器射程唔長,但會或多或少噉曉放 狀態 同有隱身異能。. 擅長使用 陷阱 嘅人員(好似係 獵人 ). 通常有一啲犀利嘅異能,但有「唸 咒語 花時間」或者血量低等嘅缺點,近身作戰能力多數弱。. 唸咗咒之後,會 生成 一個強力嘅友好單位幫自己嗰隊作戰。. 唔專化嘅魔法師(源自 最終幻想系列 ).
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