2026-0316-2303 game design is about experience design
Slip-box
To be fleeting notes
Fleeting
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A game is a problem-solving activity, approached with a playful attitude. - Jesse Schell
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Games are interactive experiences involving conflict and choice. - Chris Crawford
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Games are problem-solving activities with goals and restrictions. - Mark Rosewater
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Game design is the art of pruning possibility space. - Will Wright
请理解我下面的内容,帮助我制作一个完整的 PPT(英文版本),其面向的对象是大一学生。
- Please take this as a discussion not a sharing
- Those are my personal thinking, not the right answer, not the only answer
- Feel free to interrupt or ask any questions that comes to your mind, your questions may also inspire others
- The goal is not to get something, but to think in your way
- Title - Game design is experience design
- What you will get after this discussion?
- A thinking framework about game and game design - which could help you understand how design choices are made
- who am I?
- 2016-2020 UESTC - Affecting Time Perception in VR
- 2020-2022 UCPH - Improving User Experience by Affecting Time Perception in VR
- 2022-2025 Ubisoft Shanghai - Avatar: Frontiers of Pandora
- 2026-Now NetEase ThunderFire - Blood Message
- What are games
- A game is a series of interesting choices. - Sid Meier
- Games are mental models. - Will Wright
- Games are learning machines. (fun is the act of mastering patterns) - Raph Koster
- Games are predefined media allowing meaningful engagement. - Me
- Find your answer
- what is game design
- Game design is Experience design. - Jesse Schell / David Maurin
- case study of experiences design
- example of Dark Souls - Tomb of the Giants (3 mins video of playthrough)
- do you feel anything?
- what do you feel?
- why you feel it?
- resonates with personal experience and imagination
- how designers makes you feel that?
- use design levers to make the resonation and imagination possible
- what we have been through is the process of experience design
- perception - rationalize - deconstruct - reconstruct
- what is commonly recognized as game design relates to reconstruction mostly. but it is just a small part of the life-cycle of game design, a even smaller part of game production.
- we could discuss more about it in the future if we have chance.
- ending
- Q - ask yourself, what experience you would like players to feel, remember, and share with others?
- A - feel it (perception) - name it (rationalize) - abstract the core of it (deconstruct) - do it your way (reconstruct)
好,先给 PPT 结构,再说 check-in 排查结论。
一、游戏设计分享 — PPT 完整结构
整体节奏(45 分钟)
Opening 3 min
What are games 10 min
What is design 5 min
How to design 22 min ← 重心
Closing 5 min
Slide 1 — Opening
Discussion, not sharing
Personal thinking, not the right answer. Feel free to interrupt. The goal is to think in your own way.
[背景:简历时间线,一张图带过 UESTC → UCPH → Ubisoft → NetEase]
Slide 2-3 — What are games?
四个设计师的答案
| 设计师 | 定义 |
|---|---|
| Sid Meier | A series of interesting choices |
| Will Wright | Mental models |
| Raph Koster | Learning machines (fun = mastering patterns) |
| 无涘 | Predefined media allowing meaningful engagement |
Notice: your answer reveals what kind of designer you'll become.
[互动] How would you define it?
补充一句话:这些定义没有对错,但你对游戏的理解,会决定你做出什么样的游戏。
Slide 4 — What is game design?
Game design = Experience design
Jesse Schell / David Maurin
这是今天讨论的基础命题,接下来我们聊的一切都从这里出发。
Slide 5-8 — How to design experiences?
Slide 5:案例引入
Dark Souls — Tomb of the Giants
[播放/展示片段:进入巨人墓地的时刻——从明亮区域突然进入完全黑暗]
Slide 6:四个引导问题(隐性走一遍框架)
① 如果你是玩家,你会有什么感受?
→ [让大家说,收集答案:恐惧、迷失、不安、好奇……]
→ 这就是 Perception
② 设计师通过什么方法实现了这些感受?这些感受的核心是什么?
→ [引导讨论:光源剥夺、视野压缩、声音设计、敌人分布……] → [归纳核心:「掌控感的剥夺」或「已知规则的崩塌」]
→ 这就是 Rationalize → Deconstruct
③ 如果换你来做,传递类似的感受,你会怎么做?
→ [开放讨论,不限介质:可以是声音、颜色、信息量……]
→ 这就是 Reconstruct
Slide 7:框架命名
Perception → Rationalize → Deconstruct → Reconstruct
感受 理解 解构 重构
我们通常说的「游戏设计」,涉及最多的是 Reconstruct 这个部分。 但它只是整个设计过程的一小部分—— 而游戏设计,又只是整个游戏生产生命周期的一小部分。
Slide 8:「大部分」是什么?
为什么大多数人跳过了前三个阶段?
因为它们不像「工作」:打游戏、看电影、和人聊感受——这看起来不是在设计。 但没有它们,Reconstruct 只是在复制别人已经做过的东西,不是从感受出发的创造。
前三个阶段需要刻意训练,因为它们要求你先成为一个敏感的感受者,再成为设计师。
Slide 9 — Closing
The question that matters:
What experience would you like players to feel, remember, and share?
The process:
Feel it → Name it → Abstract the core → Do it your way
[留白,不展开,让大家带着这个问题走]
补充说明(讲者备注,不上 PPT)
- Slide 2 视角不对称不需要补——「What is game design」只有一条是刻意的:命题本身就是今天的核心,不需要辩论
- Slide 7 最后那两句关于生命周期,只是一句带过的补充,不展开
- Slide 8 是今天最需要想清楚再讲的地方,这是框架的灵魂
To be literature notes (Understanding)
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L-My Words
L-Zotero citation key
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P-Self Explained Sentences
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