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2024-0225-1527 情感化游戏设计系统 Emotional Game Design System - EGDS.excalidraw
Emotional Experiences20240907101425.excalidraw
Normal Markdown
感喟
自己
2024-0612-2235 游戏之于我
Normal Markdown - Shared
Game
Idea
2024-0225-1527 基于情绪控制的游戏设计方法论 Emotional Game Design System
PKM
02 Literature Notes
Literature Box
2025-0518-1542 游戏的定义
2025-0518-1556 grok 的含义是深刻理解 出自 Robert Heinlein 小说 异乡异客
2025-0518-1614 玩耍与游戏的区别 玩耍无目标
2025-0518-1621 快乐 厌烦 与大脑的化学关联 快乐 学习 解谜 胺多酚
2025-0518-1642 游戏为何会让玩家感到无聊及好游戏的定义
2025-0601-1334 恶心是一种生存特性 让我们远离灰绿色粘液
2025-0601-1358 清洁剂做成铁蓝色 是为了给人一种清洁无菌的感觉
2025-0615-1218 游戏设计加强了某些人类特性 1 对领袖的盲从和狂热崇拜 2 严格等级制度和二元思考 3 武力解决问题 4 乐于寻找和自己类似的 且更排外
03 Permanent Notes (Ideas + Slipbox)
2024-0102-2024 体验解构-探索 Exploration
2024-0102-2024 体验解构-探索 Exploration_2025-0614-183006
2024-0104-2300 体验解构 收集 collection
2024-0104-2306 体验解构-谜题-禁锢 lock puzzle
2024-0302-1435 replayability mindmap
2024-0511-1632 how to create a zettelkasten card step by step
2024-0511-1750 game systems 是游戏元素 game mechanics 是玩家与系统交互的规则 gameplay & challenge 是基于机制所实现的潜在乐趣来源
2024-0806-0821 设计师建立精神模型的目标就是要缩小执行鸿沟和评估鸿沟 手段就是 sign and feedback 最终实现正反馈循环 以提供满足感
2025-0518-1821 好游戏的定义是 玩家感觉无聊停止游玩前把想提供的内容都提供给玩家
202305281850 How to Run a Good Playtest
objective reason - 太简单 too simple or under-challenge
objective reason - 太麻烦 cumbersome
objective reason - 无法识别 pattern-less
objective reason - 缺少变化 lack of variation
objective reason - 过载 overwhelm
05 Organization Notes (Template)
Using
2024-0418-0039 zk template - for excalibrain
2025-0525 egds - subjective feelings
2025-0528 egds - objective reason
Unsorted
00 Homepage EGDS
00 Homepage
2024-0118-0019 复杂性动态系统三个关键特性 1 局部简单规则 2 支持信息传递 3 单元活跃度反映系统复杂性
2024-0118-0033 突变或涌现的分类
2024-0128-1712 CFGD - CHAP3 - Challenge 5 - New Eleusis
2024-0201-1849 形而上学 建构主义 新实在论的区分
2024-0201-1850 一元论 二元论和多元论
2024-0219-2204 设计时需要充分思考WHY - 陈星汉的三个原因 - 49号透镜 优雅
2024-0219-2337 vision pro + 沙漠测试
2024-0309-1617 不同的情绪分类方法 1 Paul Ekman 2 Robert Plutchik 3 Carroll Izard 4 Jonathan Turner
2024-0314-2258 开放世界谜题设计
2024-0317-2224 An Experimental Approach to Interactive Entertainment
2024-0317-2239 50 Camera Mistakes
2024-0318-2325 Evolving Emotional Storytelling In thatgamecompany's SKY
2024-0319-2203 Designing Social Play for Sky Children of the Light
2024-0319-2228 experience trigger emotional response and consciously perceived as feeling 体验引发情绪 从而在意识层面产生感觉
2024-0319-2307 只有出于自愿的行为才能产生真正的联系 目标导向是社交联系的敌人 表达是形成联系的核心 设计师应该提供机会而不是限制发挥
2024-0319-2330 Art of Sky Children of the Light
2024-0320-0037 emotional curve - time of day - human life - progression of civilization 从那些跨越文化和时间的共识出发 寻找对应的感觉 构建统一而一致的体验
2024-0320-2240 Can We Experience Compassion through Play
2024-0321-0005 需要区分游戏中的 interactivity 和 cinematic 需要追求的是由交互带来的情绪触动
2024-0321-0029 迪士尼 4 quadrant 目标 超越性别 超越年龄
2024-0321-0046 游戏中的玩家行为类似婴儿寻求反馈 需要提供良好的环境和氛围来鼓励正向的行为 利用问责制来减少毒性行为
2024-0324-1955 the collective journey
2024-0330-1215 narrative structure 叙事框架 五幕式 三幕式 英雄之旅 作家之旅 英雄目标序列 集体之旅
2024-0331-1543 集体之旅和群像叙事的差别 驱动力和目标 集体之旅由普通个人的交互推动 目标是系统性变革 群像叙事由英雄个人的变化推动 目标是个体性并非系统性的
2024-0403-0047 story narrative storytelling 区别 narrative 是 story 的内容和结构 storytelling 是 story 被呈现的方式
2024-0407-2305 1 节奏感蕴含在动态播放中 而不在静态比较中 2 在考虑到观众思维的同时 稍微提前一点点
2024-0412-2326 Emotional Game Design System - 0 - Start from Narrative Structure
2024-0414-1330 Emotional Game Design System - 1 - Create the system
2024-0419-0124 体验解构 破坏 destroy
2024-0420-2215 塞尔达旷野之息 将生锈武器丢给正在吸气的岩石八爪鱼 它会吐出新武器
2024-0422-0053 战神4技能树使用 CG 进行展示
2024-0423-0035 小鳄鱼爱洗澡 CG 教程 展现叙事和玩法
2024-0423-0040 黑魂开宝箱 可能有宝箱怪
2024-0423-0041 黑魂宝箱怪 玩家需要进行辨别是一种玩法和挑战 辨别的难易是挑战
2024-0423-0046 dota2 绕视野 - ti6 - zai vs kpii
2024-0423-0047 dota2 绕视野本身是一种机制 但玩家利用该机制来进行视野控制就是玩法 - ti6 - zai vs kpii
2024-0423-0140 艾尔登法环 加点
2024-0423-0141 艾尔登法环 加点行为本身是基于属性系统的游戏机制
2024-0424-0034 星际争霸 资源管理
2024-0424-0050 最后纪元 技能树
2024-0424-0058 阿凡达 潘多拉边境 采集机制
2024-0424-0059 阿凡达 潘多拉边境 采集本身是一种机制 但是玩家需要通过控制来得到更高品质的材料是一种玩法
2024-0424-0132 王国之泪 特殊建造
2024-0424-0138 神秘海域4 海边的塔 puzzle
2024-0424-0141 死亡搁浅 特殊天气影响行动
2024-0424-0142 死亡搁浅 特殊天气影响行动本身是一种机制 但玩家需要控制平衡算是一种玩法
2024-0424-1322 艾尔登法环 王城 vs 灰城
2024-0425-0026 FF7RE 爱丽丝攀爬语音
2024-0425-0051 怪猎崛起 点击式教程
2024-0425-0056 怪猎崛起 指引式任务
2024-0425-0104 刺客信条奥德赛 鸟瞰点
2024-0425-0105 刺客信条奥德赛 鸟瞰点开图只是一种机制 不足以被称之为玩法 玩家寻找到达鸟瞰点的方法 可以算作玩法
2024-0425-0119 黑魂3 鸟巢换物
2024-0425-0120 黑魂3 鸟巢换物本身是机制 但是玩家探索和尝试如何换和怎么换就是玩法
2024-0425-0134 艾尔登法环 菈妮线
2024-0425-0145 底特律变人多重结局
2024-0425-0150 塞尔达传说 旷野之息 拍照图鉴
2024-0425-0151 塞尔达传说 旷野之息 拍照收集图鉴词条可以被视为一种玩法
2024-0425-0156 西之绝境零之曙光 音频收集物
2024-0425-0157 西之绝境零之曙光 音频收集物本身是一种收集机制 但玩家寻找音频收集物的体验可以被视为玩法
2024-0426-1205 Design process basic
2024-0426-1205 LD exercise
2024-0426-2024 PKMer
2024-0427-1353 Emotional Game Design System - 2 - Intrinsic Feeling - Exploration
2024-0427-1521 艾尔登法环 开场 CG
2024-0427-1538 her story 自由解谜
2024-0430-0121 重力受到位置的影响 中心的显得很重 边缘的显得很轻 一个事物越是远离中心 其重力就越大
2024-0430-0126 空间深度影响重力 绘画空间中 事物越远 重力越大
2024-0430-0130 大小影响视觉重力 物体越大 重力越大
2024-0501-1033 PKMer - PKM 相识和实践
2024-0501-1113 pkmer - 卡片笔记法在 obsidian 上的实践
2024-0502-0028 颜色影响视觉重力 红色比蓝色重一些 黄色比绿色重
2024-0502-0034 颜色明度影响视觉重力 明亮的色彩比灰暗的色彩重一些
2024-0502-0100 内在兴趣影响视觉重力 感兴趣的部分更重
2024-0502-0125 孤立独处影响视觉重力 孤立的看起来更重
2024-0502-0135 形状影响视觉重力 规则形状比不规则形状更重
2024-0508-0046 最后生还者 开头部分 抱着女儿被丧尸追
2024-0508-2324 test
2024-0510-2237 inkman 涂色 + 双人成行玩法
2024-0510-2244 炸弹谜题 enjoy
2024-0510-2247 基于皮影的动作闯关
2024-0510-2248 基于阴阳信使的平台跳跃
2024-0511-2223 黑魂开宝箱本身是一种机制
2024-0511-2225 moba 行走可以开视野本身是一种机制
2024-0512-1454 the road to eternity 纪录片
2024-0512-1717 游玩 inside 的感想
2024-0512-1750 CFGD-CHAP4-CHALLENGE1-digital to non-digital-avatar
2024-0518-1834 test
2024-0519-1622 Valve's Design Process for Creating Half-Life 2
2024-0530-0033 inkman
2024-0602-2007 宫本茂设计哲学
2024-0607-1605 gen ai image & designer
2024-0611-2301 game idea - animal
2024-0613-1621 tencent share 中美 steam 用户认知购买分析
2024-0630-1120 Questions that bother me along the way - origin time
2024-0630-1214 roadmap of my work at Ubisoft
2024-0706-2342 Questions that bother me along the way - workflow
2024-0710-2153 Creative Direction 101 - Improve Your Creative Direction and Feedback
2024-0711-1635 audio share
2024-0714-1401 Developing and Sharpening Your Design Sense
2024-0717-2242 3DHaptics Practical Design Method - Insights from Sound and UX UI Experts
2024-0718-2230 'Against the Storm' Postmortem
2024-0721-1441 From Box Products to Live Service - How 'Destiny 2' Transformed Bungie
2024-0722-2240 'Asgards Wrath 2' - How We Built VR's Largest Open-World RPG
2024-0723-0111 喀什米尔马列维奇的作品中体现了前景的显露性和背景的遮蔽性
2024-0723-0113 宇是位 是空间 宙是时 是时间
2024-0723-2220 'Brawl Stars' - Learnings from the Removal of Loot Boxes
2024-0724-0122 庄子大宗师 修道七步骤 外天下 外物 外生 朝彻 见独 无古今 不生不死
2024-0724-2242 'DEATHLOOP' - Designing Trinkets for Freedom, Choice, and Emergence
2024-0725-0105 庄子 天地 德命形性
2024-0725-0117 庄子 达生 十种鬼
2024-0726-2225 'Hogwarts Legacy' - Evolving Your Design into AAA
2024-0727-2219 'MARVEL SNAP' - Building a CCG Without Booster Packs
2024-0728-0954 职级体系的意义 1. 清晰晋升路径 2. 激励积极性 3. 公平评价标准 4. 公平薪酬管理 5. 更低沟通成本
2024-0728-1002 作为招聘官 - 面试的目标 1. 判断能力以确定薪酬 2. 让彼此有所收获 3. 获得彼此认可 - 想要共事
2024-0728-1006 作为招聘 - 好的面试提供心流 1 预设难度 2 自我介绍考察总结表达 3 专业考察调整难度保证心流 4 考察问题解决 5 实事求是回答提问 6 梳理判断
2024-0728-1039 好的 battle pass - 1 买了立马就能拿诱人奖励 2专属奖励 3确保完成率 4后来也能赶上进度 5完成之后也有事可做 6提高更新频率以缩短长草期
2024-0728-1050 决定是继续迭代还是可以停下的决策框架 - 1 data - what player do 2 sentiment - how player feel 3 intuition & psychology - what player think
2024-0728-1112 商业化思路 1 独特变种 同个角色也可以有不同视觉变种 2 视觉及功能升级 2d转3d 3 battle pass 4 整体游戏的 progression 也可以做 battle pass 5 独特特效 在角色和变种基础上做特效抽取
2024-0728-2222 'Storyteller' - Turning Stories into Gameplay
2024-0729-0824 游戏情感设计如何触动玩家的心灵
2024-0729-0840 创意的诞生 - 于创作中求知晓 迭代 试验 即兴创作
2024-0729-0856 天才的词源一开始就意味着多产的生殖力 但只与男性相关 genius 是男性生殖能力 为人父的能力 juno 与女性相关 代表婚姻和生产生育
2024-0730-0822 灵感的切入点 创造到来前做足准备 创作过程中才能识别可能性 使其显现
2024-0730-2218 10 Years in Tamriel - Success of 'The Elder Scrolls Online'
2024-0731-2214 20 Years of Game Testing - Life in the Trenches, What We've Learned and How We've Improved Our Craft
2024-0801-0916 诺曼将能指 signifier 定义为提示预设用途的内容
2024-0801-2217 2D and Tomorrow - How the Developers of 'Super Mario Bros Wonder' Find New Joy in Creating Classic Side-Scrolling Adventures
2024-0802-0825 分组和邻近是格式塔心理学重要原则 可用于匹配控制与功能 相关控件应该组合在一起 控件应该靠近所控制对象
2024-0807-0908 当我们说一款游戏是好游戏的时候 我们在说的是什么
2024-0808-0902 行动的七个阶段 目标 计划 确认 执行 感知 诠释 对比 - 确认是哪一部分出了问题就可以有针对性地进行调整
2024-0809-0827 认知和情感模型三层次 本能 行为 反思
2024-0813-0834 人类喜欢故事的原因 原始部落的集体记忆 对正确性和生存的承诺 活下来的才能讲述 与已有经验的共鸣 对未有经历提供实例
2024-0813-0921 等待时间显示区间或最大值 以超出玩家预期
2024-0819-0833 todo plan
2024-0831-1135 每一个交互都有意义 自动日记 不再关心得失
2024-0831-1152 Design Discussion - LD Yes and NO of Black Myth Wu Kong
2024-0915-2245 黑神话悟空 开箱子 简单交互
2024-0915-2313 黑神话 悟空 开场 CG
2024-0917-0837 情感错位让设计师触发情感成为可能
2024-0917-1011 坏蛋的营造 邪恶音乐去掉 无色扭曲图像 慢速播放
2024-0918-2237 game for WH
2024-0927-2309 无主之地3 升级装备
2024-0927-2355 死亡搁浅开场音乐
2024-0928-2346 盖侬 红发是危险的象征
2024-0930-1515 边缘掉落的处理
2024-1019-1812 ai behavior mindmap
2024-1109-0924 大问题 第三章 上帝
2024-1111-0801 大问题 第四章 实在的本质
2024-1116-1113 Creation of Game Ingredients
2024-1125-2202 meaning map
2025-0517-1500 Make interactive visual websites with Obsidian-Publish and the Excalidraw Plugin
2025-0524-2229 journey 中 玩家可以以身犯险 吸引怪物 以拯救他人
2025-0524-2239 sky 光遇中的很多付费内容是由玩家赠与他人的
2025-0524-2242 33 expedition 中人物死亡都是消散为花瓣
2025-0525 light & shadow - dark 黑暗情况下会有束缚无力的感觉
2025-0525-2206 死亡后 游戏还能继续 或是马上能够重新开始会让玩家不会沉浸在失望中
2025-0525-2209 竞技性第一人称游戏中 击杀敌人会感到不安 而被杀却会感到解脱 可能因为 1 玩家没有共情 2 可以快速重开 3 尚未胜利
2025-0525-2243 camera fov - big 很大或很远 速度感会变弱 让人无力
2025-0525-2249 color - cold 冷色调或是灰白色调 会让人有束缚无力的感觉
2025-0525-2315 character visual status - wet 被雨水打湿的状态会让人有无力感
2025-0525-2327 character visual status - covered by snow 被雪覆盖会让人感觉有束缚感和无力感
2025-0526-0005 费力的声音让人有束缚无力的感觉
2025-0602-2234 有更多细节的部分视觉重力更大 更吸引注意力
2025-0602-2248 觉得更重的部分会更吸引注意力
2025-0602-2301 红色会让人联想到血液 从而联想到生存
2025-0602-2303 黄色让人联想到火焰 温暖
2025-0602-2307 熟悉的元素会吸引注意力 比如人脸
2025-0602-2308 可能有用的东西会吸引注意力 在游戏中可能比如是梯子之类的
2025-0602-2309 朝向你的事物可能更能吸引你的注意力 - 可能意味着威胁
2025-0602-2310 对比更强烈的部分更能吸引注意力
2025-0602-2324 引导线会影响视觉走向 从而影响视觉重心和焦点
2025-0602-2326 构图会影响视觉走向 从而影响视觉重心和焦点
2025-0602-2329 元素本身的朝向会影响视觉走向 从而影响视觉重心和焦点
2025-0603-2155 如何使用 UE GAS 实现弹反机制
2025-0611-2336 the last of us 美末中可以只通过声音打开保险箱
2025-0615-1132 杰文斯悖论 当技术进步提高了使用资源的效率 但成本降低导致需求增加 令资源消耗的速度不减反增
2025-0622-1213 GDC - Storytelling Tools to Boost Your Indie Game's Narrative and Gameplay
2025-0628-1736 学习任天堂 大金刚直面会的呈现方式
2025-0714-2313 Will Wright 关于 playtest 的观点
2025-0714-2318 Will Wright 关于 pitch 的观点
2025-0719-1053 pkm 回顾 2025
20230828 JJY piece pack playtest
202207301902 中华神话
202304232349 游戏 头脑风暴 brainstorm 方法
202306281611 GD workshop
202308092223 One page design
202308292354 海内十洲记
202309191500 A conversation on AAA games
202310272343 大问题 第二章 生活的意义
202311221335 RGD RLD Workshop
aesthetics - audio - 音乐 music
aesthetics - audio - 音效 audio effects
aesthetics - audio
aesthetics - CG
aesthetics - environmental storytelling
aesthetics - haptics - 振动 vibration
aesthetics - haptics
aesthetics - npc
aesthetics - visual - metrics
aesthetics - visual - 位置 position
aesthetics - visual - 元素本身的朝向 element orientation
aesthetics - visual - 光影变化 light & shadow
aesthetics - visual - 动画 animation
aesthetics - visual - 后处理 post-processing
aesthetics - visual - 大小 size
aesthetics - visual - 天气 weather
aesthetics - visual - 对比 contrast
aesthetics - visual - 引导线 guilding line
aesthetics - visual - 形状 shape
aesthetics - visual - 感知到的重量 perceived mass
aesthetics - visual - 播放速度 playspeed
aesthetics - visual - 文字 text
aesthetics - visual - 有用 utility
aesthetics - visual - 朝向视线 orientation to view
aesthetics - visual - 材质 material
aesthetics - visual - 熟悉度 familiarity
aesthetics - visual - 物品和建筑 prop & architecture
aesthetics - visual - 环境 environment
aesthetics - visual - 界面 UI
aesthetics - visual - 空间和结构 space & structure
aesthetics - visual - 空间深度 spatial depth
aesthetics - visual - 细节多寡 detail
aesthetics - visual - 色彩 color
aesthetics - visual - 装备和饰品 gear & equipment
aesthetics - visual - 视觉特效 VFX
aesthetics - visual - 角色 character
aesthetics - visual - 角色动作 character actions
aesthetics - visual - 角色状态 character status
aesthetics - visual - 镜头语言 camera
aesthetics - visual
aesthetics - 可供性 affordance
aesthetics - 氛围 atmosphere
Affective Attribute
affective valence
allowed exploits - auto-pick-up
allowed exploits - fast travel
allowed exploits - shortcut
anxiety
Arousal
assets
Atomic Parameters - Anticipation time
Atomic Parameters - Predicatability
Atomic Parameters - Windows of opportunity
attend to other things but not time
attend to time
attention resources
Attention
audio - frequency - low
audio - 无声 no sound
audio - 频率 frequency
audio effect - BG - background 背景音 环境音 ambient atmosphere
audio effects - 人声 character vocals
auditory zeitgebers
Avatar ability
avatar frontiers of pandora - map - biome
avatar frontiers of pandora - map
Battle pass
between-subjects design
Body Ownership
Body Temperature
bond breaker 2 - 2d 离子解密闯关
brightness
Cabal
camera - 构图 framing
camera - 视野 field-of-view fov
camera angle - 反向镜头 Reverse cuts - 违背 180 度角原则 被摄主体左右颠倒 可能迷失方向
camera fov - small
character - wildlife
character - 卓拉 zora
character - 厄咒聂尔龙 malice naydra
character - 盖侬 ganon
character visual status - 冰冻 frozen
character visual status - 打湿 wet
character visual status - 被雪覆盖 covered by snow
clock-speed effect
co-presence questionnaire
cognitive load 认知负载
collective violence
collisions - covalent bonding game 离子配平
color - golden
color - no color
color - purple
color - 明度 lightness
color - 灰绿色 sage green
color - 红色 red
color - 色相 hue
color - 铁蓝色 iron blue
color - 饱和度 saturation
color - 黄色 yellow
Color
Completeness and Interruption
Continuance Intention of Using
control - input & output
control - 延迟输入 delayed input
Control Mapping
CX
CzX - citizen experience
Dark Age - Camelot
Departure 启程
design tips
detail - 更多细节 more detail
detail - 更少细节 less detail
Difficulty
Distance Perception
dual-task interference effect
Embodiment
emergence 涌现 整体性
Emotion Valence
Emotion
emotional experience - 不满 Disapproval - surprise & sadness
emotional experience - 乐观 optimism - anticipation & joy
emotional experience - 侵略性 aggressiveness - anger & anticipation
emotional experience - 信任 trust
emotional experience - 兴趣 interest
emotional experience - 分心 distraction
emotional experience - 厌恶 disgust
emotional experience - 宁静 Serenity
emotional experience - 害怕 fear
emotional experience - 崇拜 admiration
emotional experience - 忧虑 apprehension
emotional experience - 快乐 joy
emotional experience - 恐惧 terror
emotional experience - 恶心 loathing
emotional experience - 恼人 annoyance
emotional experience - 悲伤 sadness
emotional experience - 惊喜 surprise
emotional experience - 惊愕 amazement
emotional experience - 愤怒 anger
emotional experience - 接受 acceptance
emotional experience - 敬畏 awe - fear & surprise
emotional experience - 无聊 boredom
emotional experience - 期待 anticipation
emotional experience - 沉思 忧戚 pensiveness
emotional experience - 爱 love - joy & trust
emotional experience - 狂喜 ecstasy
emotional experience - 狂怒 rage
emotional experience - 痛苦 grief
emotional experience - 蔑视 contempt - disgust & anger
emotional experience - 警惕 vigilance
emotional experience - 顺从 submission - trust & fear
emotional game design system - EGDS
Emotional map
emotional
Empathy
Endogenous Zeitnehmer (Biological Clock)
Engagement
Enjoyment
entrainment
environment & biome - 森林 forest
environment & biome - 海洋 ocean
environment - biome - 深海 deep sea
environment - scale&density - 巨大对比 huge contrast
environment - scale&density - 无参照 no reference
environment - scale&density - 满溢 full
Environment Awareness
EX - employee experience
Expectation
experiment device
experiment methods
exploration - gameplay & mechanics
exploration - narrative content
fear
feeling after playing
fine-tuning
first excalidraw
Five-Act Structure 五幕结构 - Gustav Freytag
Focus Testing
foley - 与动作匹配的音效
Fun
game - swapmeat
game - 人类一败涂地 human fall flat
game - 刺客信条 assassin's creed
game - 双人成行 it takes two
game - 哈迪斯 2
game - 暖雪
game - 遗迹2 remnant2
game economics - converter - repair
game economics - converter
game economics - Drain or Sink
game economics - inventory
game economics - Tap or Source
game economics - Trader
Game ingredient
game mechanic - QTE 机制 quick time event
game mechanic - 交互叙事 interactive storytelling
game mechanic - 任务 quest
game mechanic - 养成 进度 game progression
game mechanic - 制作机制 crafting
game mechanic - 多分支结局 multi branching story
game mechanic - 开图 map revealing
game mechanic - 弹反机制 parry
game mechanic - 技能机制 skill
game mechanic - 收集 colleting
game mechanic - 游戏经济 game economics
game mechanic - 烹饪 做饭 cooking
game mechanic - 环境机制 environment
game mechanic - 移动 locomotion
game mechanic - 简单交互 simple interaction feedback
game mechanic - 系统级交互 system interconnection
game mechanics - AI behavior
game mechanics - death
game mechanics - vision - 日蚀 eclipse
game mechanics - 异象 vision
game resources - cooking material
game resources - crafting material
game resources - hard currency
game resources - soft currency
game system - networking
game system - status
game system - 属性系统 attribute
game system - 技能系统 skill
game system - 装备系统 gear
game system - 调整器 modifier
game system - 非玩家角色 npc
game systems - achievements
game systems - allowed exploits
game systems - control
game systems - game resources
game systems - ingredients
game systems - map
game systems - progression
game systems - tutorial
gameplay & challenge - aim & shoot
gameplay & challenge - boss fight
gameplay & challenge - collecting
gameplay & challenge - cooking
gameplay & challenge - hunting
gameplay & challenge - information gap
gameplay & challenge - locomotion
gameplay & challenge - map revealing
gameplay & challenge - simple interaction
gameplay & challenge - 全局变化玩法 global change
gameplay & challenge - 养成验证 progression validation
gameplay & challenge - 准确操作 accurate action
gameplay & challenge - 快速准确操作 fast & accurate action
gameplay & challenge - 快速操作 quick action
gameplay & challenge - 物理模拟 physical simulation
gameplay & challenge - 环境玩法 environmental challenge
gameplay & challenge - 竞速 racing
gameplay & challenge - 解谜玩法 puzzle
gameplay & challenge - 资源管理 resource management
gameplay & challenge - 限时挑战 timing challenge
gameplay & mechanics - convenient cheat
gameplay status - 定身 rooted
gameplay status - 无敌 invincible
gameplay status - 缓速 slowed
gameplay status - 缴械 disarm
Gender
Goal density
graphic designers
Hallucinations
happy atoms - 拍照识别构成
hard currency
heart rate
Her Story
Hero Goal Sequences 英雄目标序列 - Eric Edson
High Concept Document of Game
How to setup - perforce
Hue
human circadian clock
Human Density
human mind
IEQ
Immersion
interaction designers
Interactivity
internal-clock model
Interoceptive Awareness
interpersonal distance
intrinsic feeling - 稳定 stable
invariance 恒常性
Involvement
IPQ
jigsaw puzzles 拼图游戏
Johann Sebastian Joust
kickoff metting
Kleenex Testing - 一次性测试
KPI - key performance indicator
lag effect
light & shadow - light 光明
light
Mario Bros. 1983
Masahiro Sakurai on Creating Games - A11 - Don't Rely on a Plan B
Masahiro Sakurai on Creating Games - A12
Masahiro Sakurai on Creating Games - A13
Masahiro Sakurai on Creating Games - B13 - Mountain Climbing Is More Than Just Climbing
Masahiro Sakurai on Creating Games - B14 - Make Retries Quick
Masahiro Sakurai on Creating Games - B15 - Is Your Game Appealing Enough to Start Over
Masahiro Sakurai on Creating Games - B16 - Game Essence in Shooting Games
Masahiro Sakurai on Creating Games - C12
Masahiro Sakurai on Creating Games - C14 - The Fun in Picking Sides
Masahiro Sakurai on Creating Games - C15 - Motion Sickness in 3D Games
Masahiro Sakurai on Creating Games - C16
Masahiro Sakurai on Creating Games - D09 - Maps Are Game Screens Too
Masahiro Sakurai on Creating Games - E06
Masahiro Sakurai on Creating Games - E07
Masahiro Sakurai on Creating Games - G08 - Posing Suggestions
Masahiro Sakurai on Creating Games - G09
Masahiro Sakurai on Creating Games - H05
Masahiro Sakurai on Creating Games - H06
Masahiro Sakurai on Creating Games - I06 - Voice Recording
Masahiro Sakurai on Creating Games - I07
Masahiro Sakurai on Creating Games - J06 - Menus Define Your World
Masahiro Sakurai on Creating Games - J07 - Color-Coding Your Game
Masahiro Sakurai on Creating Games - K05 - Family BASIC
Masahiro Sakurai on Creating Games - L03
Masahiro Sakurai on Creating Games - M15 - Canceled Games
Masahiro Sakurai on Creating Games - N09 - Super Smash Bros. Brawl
Masahiro Sakurai on Creating Games - N10 - Kid Icarus - Uprising
Masahiro Sakurai on Creating Games - N11 - Super Smash Bros for 3DS & Wii U
mastering up
material - slimy 粘液材质
melatonin
mere-exposure effect
MicroMaster Program in UX Design and Evaluation
Mindfulness Meditation
mode - 利地亚调式 lydian mode
mode - 多利亚调式 dorian mode
mode - 大调 major mode
mode - 小调 minor mode
mode - 弗里几亚调式 phrygian mode
mode - 洛克利亚调式 locrian mode
mode - 米克所利地亚调式 mixolydian mode
Modifiers
motion designers
multistability 组织性知觉 - 歧义知觉跳转
music - 调式 mode
music - 音程 interval
Music
narrative content - character - character profile
narrative content - character
narrative content - npc story
narrative content - player story
narrative content - relational verbs
narrative content - scenario
narrative content - world story - environment & biome
narrative content - world story - era
narrative content - world story
narrative scope - 史诗 epic
negative emotion
NES - Nintendo Entertainment System
networking - 一对一联机 one-vs-one pairing
networking - 无缝联机 drop-in drop-out
Nintendo Switch
Nintendo Wii
Novelty Effect (Oddball Effect)
npc - wildlife
objective reason - risk and reward 风险和回报
objective reason - 不匹配 unmatch 预期之外 unexpected
objective reason - 利他付出 pyting for others 慷慨赠与 altruistic giving
objective reason - 即时反馈 instant feedback
objective reason - 叙事失调 Ludonarrative dissonance
objective reason - 叙事涌现 emerging narrative content
objective reason - 可感知的改变 perceivable changes
objective reason - 可读性差 poor readability
objective reason - 合作双赢 win-win
objective reason - 太难 too difficult
objective reason - 宏大凸显渺小 grand scale with reference
objective reason - 对行为结果有预期 predictable results
objective reason - 怀疑悬置 suspension of disbelieve
objective reason - 意料之外情理之中 surprising yet reasonable
objective reason - 拥有作恶的条件 able to be evil
objective reason - 损失 loss
objective reason - 无法准确控制 no accurate control
objective reason - 无法按计划进行 derail
objective reason - 无法还手 无计可施 no way
objective reason - 无焦点 no focal point
objective reason - 有兴趣 being interested
objective reason - 正反馈循环 Positive feedback loop
objective reason - 没有脸 no face
objective reason - 玩法涌现 emerging gameplay
objective reason - 看得清楚 see clearly
objective reason - 破坏 destroy
objective reason - 空无一物 没有参照 vast emptiness
objective reason - 缺乏反馈 lack of feedback
objective reason - 缺少掩体 lack of covers
objective reason - 联想到医院或消毒 medical disinfection related
objective reason - 联想到生存 survival related
objective reason - 联想到疾病 pathogen or diesease related
objective reason - 自愿 voluntary
objective reason - 自我牺牲 selfless sacrifice
objective reason - 自由目的地 custom destination
objective reason - 自由联机 free drop in and out
objective reason - 行动缓慢 movement slowed
objective reason - 被刻意隐藏的信息 information withheld until reveal
objective reason - 视觉失衡 visually unbalanced
objective reason - 视觉平衡 visually balanced
objective reason - 视觉重力 visual gravity 有焦点 with focal point
objective reason - 负反馈循环 negative feedback loop
objective reason - 资源有限 limited resources
objective reason - 输入反馈延迟 delayed input feedback
objective reason - 通关 post-completion void
objective reason - 重围 enclosed depth
objective reason - 高速 high speed
opportunity costs
pacemaker-accumulator model
PeaceMaker
Personality
Player Experience
player performance
player skill - mental
player skill - physical - timing
player skill - physical
player skill - social
Player Skills - Physical - Timing
playing experience
playspeed - slow
Playtest
positive emotion
post-processing - twisted
Presence
product management
production designers
production method
project charters
Proteus Effect
push and pull
PXI
quarrels with WH
Reification 具体化 - 基于环境对不存在之物的具象构想
relationship of UX EX and Czx
Repeatability and Predictability
reward - 中等收益 medium reward
reward - 低收益 small reward
reward - 高收益 huge reward
RGD & RLD
RGD 1 - Game Goals
RGD 1 - Game Systems
RGD 2 - Game Mechanics
RGD 3 - Player Skills
RGD 4 - Player Inputs
RGD 5 - Atomic Parameters
RGD 7 - Game Elements
risk - 中风险 medium risk
risk - 低风险 low risk
risk - 高风险 high risk
risk and reward - reward
risk and reward - risk
RLD 1 - LD parameters
RLD 2 - Gameplay Situations
RLD 2 - LD patterns
ROI of UX, the return on investment
Rule of thirds 三分法
SAM
saturation
scalar expectancy theory
Scientific American
self-consent
SFX - sound effect 特殊音效
shorten
Sign and feedback
skin conductance
sleep-wake cycle
SlipBox-Game-Career
slow motion
social density
social facilitation - coaction paradigm
social facilitation - mere presence
social facilitation
social inhibition
social presence
social zeitgebers
soft currency
sokobond - 结合推箱子和离子构成
spacechem
Spatial Cognition
sponsor gift
SSQ
stakeholder interview
STSS
subjective feeling - 一致 consistent
subjective feeling - 不安 焦虑 anxiety
subjective feeling - 不确定感 uncertainty
subjective feeling - 代入感 共情 empathy 成为或理解TA - 同情 compassion
subjective feeling - 危险 danger
subjective feeling - 压力 stress
subjective feeling - 参与感 亲近感 engagement
subjective feeling - 可信 believable
subjective feeling - 可感 tangible
subjective feeling - 可重玩性 Replayability
subjective feeling - 和谐 harmony
subjective feeling - 困难 difficult
subjective feeling - 复仇 revenge
subjective feeling - 失控感 out of control
subjective feeling - 失望 disappointment
subjective feeling - 好奇 curiosity
subjective feeling - 孤独 alone - needy
subjective feeling - 宣泄 catharsis
subjective feeling - 害怕 fear
subjective feeling - 山雨欲来 the calm before the storm
subjective feeling - 希望 hope
subjective feeling - 年轻 young
subjective feeling - 幸福 happiness
subjective feeling - 庄严崇高 sublimity
subjective feeling - 异域风情 exotic
subjective feeling - 归属感 belongingness 与之有联系
subjective feeling - 忧郁 melancholy
subjective feeling - 恶心 disgust
subjective feeling - 悬疑 suspense
subjective feeling - 挑战 challenging
subjective feeling - 挫折感 沮丧 frustration
subjective feeling - 探索 exploration
subjective feeling - 控制感 controls feel
subjective feeling - 放松 relax
subjective feeling - 敬畏感 awe
subjective feeling - 新鲜感 freshness
subjective feeling - 无意义选择 meaningless choice
subjective feeling - 无聊 boring
subjective feeling - 有意义的选择 meaningful choice
subjective feeling - 有机的世界 organic and diegetic world
subjective feeling - 有趣 fun
subjective feeling - 期待 looking forward
subjective feeling - 未知 unknown
subjective feeling - 束缚 limited - 无力感 helpless
subjective feeling - 梦幻 dreamy
subjective feeling - 浪漫 Romance
subjective feeling - 深度 depth
subjective feeling - 清洁无菌 cleanliness
subjective feeling - 满足 satisfying
subjective feeling - 皇家 royal
subjective feeling - 直观 intuitive
subjective feeling - 确认感 confirmation
subjective feeling - 神秘感 mysterious
subjective feeling - 积极 positive
subjective feeling - 竞争 competition
subjective feeling - 紧张 tension & nervous
subjective feeling - 联系 connection - 沟通 communication - 陪伴 togetherness
subjective feeling - 脆弱 vulnerability
subjective feeling - 自由 freedom
subjective feeling - 自由感 free
subjective feeling - 节奏 pacing
subjective feeling - 视觉失衡 unbalance
subjective feeling - 视觉平衡 visual balanced
subjective feeling - 解脱 安心 relief
subjective feeling - 超现实 surreal
subjective feeling - 迷茫 迷失 lost
subjective feeling - 邪恶 evil
subjective feeling - 配合 collaboration
subjective feelings - 力量感 empowerment
subjective feelings - 愉悦 happy & joy
subjective feelings - 打击感 impact
subjective reason - 成就感 achievement
subjective reason - 责任感 responsibility
Super Mario Bros. 1985
surroundings
SUS VR
suspension bridge effect 吊桥效应 即 misattribution of arousal 生理激发错误归因 是一种情感错位 emotional misattribution
tactile zeitgebers
Task Environment
Task Performance
tempo
The Collective Journey 集体之旅 - Jeff Gomez 2017
The Elder Scrolls Oblivion
The Elder Scrolls Online
The Elder Scrolls Origins
The Elder Scrolls Skyrim
The Hero With a Thousand Faces 1949
The Hero's Journey 英雄之旅 - Joseph Campbell
The Writer's Journey - Mythic Structure for Writers 1992
The Writer's Journey 作家之旅 - Christopher Vogler
Three-Act Structure 三幕结构 - Syd Field
timbre
time compression
time distortion
time drags
time estimation paradigm
time estimation
time expansion
time flies
time perception
Time Perspective
time related illusions
Time Sequence
time speed
Time-Order Effect
timing
TMS Entertainment
Unity Avatar
Untitled Kanban 1
Untitled Kanban
Untitled mindmap
Untitled
usability
user experience
user-centered design
ux designers
UX end user
UX engineers
UX frameworks - design thinking
UX frameworks - double diamond
UX frameworks - five elements of UX design
UX frameworks - learn UX
UX frameworks - user centered design
UX Generalist
UX object
UX Product Lead (Product Manager)
UX program managers
UX researchers
UX Specialist
UX stakeholder
UX T-shaped designer
UX user
UX writers
vfx - 击中特效 hit marks
vfx - 轨迹 trails & streaks
Video Game Design - Create A Competitive Design Portfolio
Vierordt's Law
vision workshop
visual designers
visual zeitgebers
VO - dialogue voice-over 对白 旁白
VR Application
walla - 模仿人群低语
Walter Murch
Weekly Famitsu
Will Wright
World of Warcraft
Zeigarnik effect
Zeitgebers
zk
《Kriegsspiel》
《The Landlord's Game》
《点线面》 隈研吾 Kengo Kuma
三段论 syllogism
不可靠的权威 appeal to authority
不恰当的论证方法 informal fallacies
严肃游戏 serious game
个体相对剥夺 egoistic relative deprivation
中立面具 neutral mask
主观感受 subjective feelings
乔纳莱勒 Jonah Lehrer
习得性无助 learned helplessness
于创作中求知晓 get to know from creation
亚当菲利普斯 Adam Phillips
交叉范畴资格 crossed category membership
产品 product
人名 徐旭升
人类一败涂地 Human Fall Flat
人身攻击 personal attack
任务文本 quest script
伊夫贝哈尔 Yves Behar
伪问题 Ignoratio elenchi
体验引擎 A Guide to Engineering Experiences
保罗瓦莱利 Paul Valery
偏离主题 红鲱鱼 Red herring
光遇 Sky
克里斯克劳斯 Chris Kraus
六十四卦-37风火家人卦
兰彻斯特平方律 Lanchester laws
共时性 synchronicity
共识 collective consensus
关键词含义变动 redefinition
再生式倾听 regenerative listening
决定性瞬间 the decisive moment
分散注意力 Fallacy of distraction
创意的诞生 - 罗恩布克曼 Lorne M. Buchman
利娅切尼亚克 Leah Cherniak
功能互依模型 functional interdependence model 或 现实利益冲突理论 realistic conflict theory
双人成行 It takes two
发音距离 articulatory distance - 形式和含义之间的距离 - 有没有很好地表达想要表达的内容
叙事 narrative
叙事内容 narrative content
叙事口吻 narrative tone
叙事尺度 narrative scope
叙事架构 narrative architecture
叙事结构 narrative structure
叙事节奏 narrative pacing
叙事视角 narrative voice
只做断言 Appeal to assertion
可供性 Affordance
史蒂芬比尔 Stephen Beal
吉普森 J. J. Gibson
同义反复 Tautology
否定前件谬误 Denying the antecedent
否定后件 modus tollens
周易 zhou yi
哲学 philosophy
唐纳德 诺曼 Donald Arthur Norman
唯物主义 materialismus
四季变化 seasonal cycle
埃德加阿西诺 Edgar Arceneaux
塔木德法典 the Talmud
复杂系统 complex system
多重突现 multiple emergence
大问题 - 简明哲学导论
失控 - 机器 社会与经济的新生物学
头脑风暴 brainstorm
委蛇鬼 wei yi
孤独 lonely
安汉密尔顿 Ann Hamilton
安迪奥格登 Andy Ogden
客观原因 objective reasons
尚书 shang shu
山海经 - 傲𢓨
山海经 - 儵魚
山海经 - 旋龜
山海经 - 比翼鳥
山海经 - 蜚
山海经 - 駮
山海经
岩田聪 Iwata Satoru
峷鬼
工作记忆 short-term or working memory
年龄 Age
库尔特斯维格哈莫 Kurt Swinghammer
建构主义 construktivismus
弗兰克盖里 Frank Owen Gehry
弗雷格 Friedrich Ludwig Gottlob Frege
弱突现 weak emergence
强突现 strong emergence
归纳论证 inductive argument
归谬法 reductio ad absurdum
形而上学 metaphysik(实在论)
彷徨鬼 pang huang
循环论证 Circular reasoning
微小突现 nominal emergence 有意突现 intentional emergence
心流 Flow
心理动力学 Psychodynamics
恐怖谷效应 The Uncanny Valley
恶性循环 vicious circle
悔恨 remorse - sadness & disgust
情感宣泄 Catharsis
情感错位 emotional misattribution
情绪体验 Emotional Experiences
情绪曲线 emotional curve
意义 meaning
所指 signified
扎克斯奈德 Zack Snyder
执行鸿沟 gulf of execution - 想做的和在系统中实际做了的之间的差距 - 精神模型中的步骤和实际步骤之间的差异
指称 reference
挫折-侵犯假说 frustration-aggression hypothesis
损失厌恶 loss aversion
损失厌恶(loss aversion)
探索 Exploration
操作性条件反射 - 斯金纳箱 Skinner Box
故事栈 story stack
文明进程 progression of civilization
斯坦福监狱实验 Stanford prison experiment
斯金纳 Burrhus Frederic Skinner
旅 Journey
时间变化 time of day
晕动症 motion sickness
曝光效应 mere exposure effect
替罪羊理论 Scapegoat theory
最简群体范式 minimal groups paradigm
查理考夫曼 Charlie Kaufman
格式塔 - 共同命运原则 law of common fate
格式塔 - 前景与背景 figure-ground
格式塔 - 历史经验法则 law of past experience
格式塔 - 接近原则 law of proximity
格式塔 - 相似原则 law of similarity
格式塔 - 简单法则 law of simple
格式塔 - 连续原则 law of continuity
格式塔 - 闭合原则 law of closure
格式塔心理学 Gestalt psychology
梦 dream
樱井政博 Sakurai Masahiro
正价反应 positive valence
汤姆斯特恩 Tom Stern
沃尔夫冈科勒 Wolfgang Kohler
河与湖 river and lake
浪潮 Die Welle
涌现型游戏 games of emergence
渐进型游戏 games of progression
温迪麦克诺顿 Wendy MacNaughton
游戏化 Gamification
游戏机制 game mechanics
游戏系统 game systems
游戏系统策划 game system designer
滑坡谬误 slippery slope
演绎论证 Deductive Argument
物理主义 physikalismus
玩家技能 player skills
玩家输入 player inputs
玩法和挑战 gameplay & challenges
珍珠项链 pearl necklace
生命进程 human life
相对剥夺 relative deprivation
眨眼之间 电影剪辑的奥秘 - A perspective on film editing - in the blink of an eye
社会学习过程 Socialization
社会比较 Social Comparison
社会范畴化 social categorize
离散无限性 discrete infinity
科特考夫卡 Kurt Koffka
程序性知识 procedural knowledge - HOW
稻草人谬误 straw man
符号学 semiotics 或符号理论 theory of the sign
精神模型 mental model
糸井重里 Shigesato Itoi
系统 1 system 1
系统 2 system 2
索绪尔 Ferdinand de Saussure
红白机 Famicom - Family Computer
约瑟夫迪普利斯科 Joseph Di Prisco
纸箱实验 carton experiment
细胞自动机 cellular automata
结论含糊或变动 ambiguous conclusion
维纳法则 Verner's law
缪勒-莱耶错觉 Muller-Lyer illusion
罔象鬼 wang xiang
罗赞萨玛森 Rosanne Somerson
美学 aesthetics
群体思维 collective mind
群际关系 intergroup relations
肯定前件 modus ponens
肯定后件谬误 Affirming the consequent
能指 signifier
艺术与视知觉 Art and visual perception
艾伦布劳恩 Braun
艾尔登法环(Elden Ring)
艾梅本德 Aimee Bender
葆拉谢尔 Paula Scher
蕾韦卡门德斯 Rebecca Mendez
蝴蝶效应 butterfly effect
装备和饰品 gear & equipment - 丝带和衬里
装备和饰品 gear & equipment - 王族剑 royal sword
设计元素 design levers
设计心理学 1 - 唐纳德 诺曼
评估鸿沟 gulf of evaluation - 想象中的系统状态和实际上的系统状态之间的差距 - 精神模型中的结果和实际结果之间的差异
诉诸力量的谬误 appeal to power
诉诸感情的谬误 appeal to emotion
语义距离 semantic distance - user goal 和 meaning of system output 之间的距离 - 所表达的含义能否被用户很好地理解
谭恩美 Amy Tan
负价反应 negative valence
超然目标 super-ordinate goals
跨媒体世界 cross-media world
路易巴斯德 Louis Pasteur
轨道引导 railroading
辐射式布局 hub-and-spoke layout
锁-钥匙 lock and key
长时记忆 long-term memory
阪泉之战 The Battle of Banquan
阿龙伯科威茨 Aaron Berkowitz
陈星汉 Jenova
陈述性知识 declarative knowledge - WHAT
集体相对剥夺 fraternal relative deprivation
青沼英二 Eiji Aonuma
非形式谬误 Informal Fallacy
音效 audio effects
音程 - 1 纯一度 perfect unison - 两个相同音 - 和谐
音程 - 2 大二度 major second - 间隔两个音的半音 - 轻微紧张
音程 - 2 小二度 minor second - 两个相邻半音 - 不和谐
音程 - 3 大三度 major third - 间隔四个半音 - 积极幸福
音程 - 3 小三度 minor third - 间隔三个半音 - 悲伤沉思
音程 - 4 增四度 tritone 减五度 diminished fifth - 间隔六个半音 - 极不和谐 恶魔音程
音程 - 4 纯四度 perfect fourth - 间隔五个半音 - 庄重崇高
音程 - 5 纯五度 perfect fifth - 间隔七个半音 - 稳定和谐
顾颉刚 Gu Jiegang
预设用途 perceived affordance
马克斯韦特海默 Max Wertheimer
鸽子的迷信行为 superstition in the pigeon
黄帝 huang di
黛安娜塔特尔 Dianna Thater
tempo
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