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Ludemes and the Linguistic Turn

机译:Ludemes和语言学转向

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摘要

Ludemes is an approach to game design notation that takes a unique 'atomist' approach to documenting the operational parameters of a game's design (Cousins, 2005; Koster, 2005). Conceived by designer Ben Cousins and developed by designer/theorist Raph Koster, ludemes are meant to clearly articulate design functionality by paying close attention to a game's basic units, or designed choice 'atoms' in games (Koster, 2005). Ludemes introduces a granularity that opens the door to detailed design analysis, but although ludemes is one of the more intriguing forays into the realm of formal design notations and languages, it currently overlooks what gives designed 'atoms' their place—not with regard to their usefulness, but with regard to how designers use them and an inquiry into what their conventional uses are (Wittgenstein, 1953; Ryle, 1949). This position paper argues that that a re-evaluation of the notion of design atoms via the linguistic turn—playing closer attention to the use of atoms rather than considering them as a priori design concepts—leverages the linguistic turn in a way that could contribute to the development of ludemes both as a tool for forwarding game design and design analysis.
机译:Ludemes是一种游戏设计符号表示法,它采用独特的“原子论”方法来记录游戏设计的操作参数(Cousins,2005; Koster,2005)。 ludemes由设计师Ben Cousins构思,由设计师/理论家Raph Koster开发,旨在通过密切关注游戏的基本单元或游戏中的设计“原子”来明确表达设计功能(Koster,2005年)。 Ludemes引入了一种粒度,为详细的设计分析打开了方便之门,但是尽管ludemes是进入正式设计符号和语言领域的最引人入胜的尝试之一,但它目前忽略了赋予设计的“原子”什么位置的因素,而不是它们的位置实用性,但是关于设计者如何使用它们以及对它们的常规用途有疑问(Wittgenstein,1953; Ryle,1949)。该立场文件认为,通过语言转向对设计原子的概念进行重新评估(更加关注原子的使用,而不是将它们视为先验设计概念)可以以某种方式利用语言转向ludemes的开发既可以作为游戏设计和设计分析的工具。

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