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📄 the art of computer game design.mht

📁 游戏设计大师Chris Crawford的大作《The Art of Game Design》唯一不足的是英文版的
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Subject: The Art of Computer Game Design
Date: Sat, 15 Jan 2005 13:04:06 +0800
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Content-Location: http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD><TITLE>The Art of Computer Game Design</TITLE>
<META http-equiv=3DContent-Type content=3D"text/html; charset=3Dgb2312">
<META content=3D"MSHTML 6.00.2800.1476" name=3DGENERATOR>
<META content=3D"Chris Crawford" name=3DAuthor></HEAD>
<BODY text=3D#000000 vLink=3D#804040 aLink=3D#ff0000 link=3D#000080 =
bgColor=3D#ffffff=20
background=3Dhttp://www.vancouver.wsu.edu/fac/peabody/game-book/marble.JP=
G>
<UL>
  <DIV align=3Dright>
  <P><A name=3Dtop></A><FONT size=3D+3>The Art of Computer Game=20
  Design<BR></FONT><B>by Chris Crawford</B></P></DIV></UL>
<HR width=3D"100%">

<P></P>
<P><B>Preface to the Electronic Version:</B> This text was originally =
composed=20
by computer game designer Chris Crawford in 1982. When searching for =
literature=20
on the nature of gaming and its relationship to narrative in 1997, Prof. =
Sue=20
Peabody learned of <I>The Art of Computer Game Design</I>, which was =
then long=20
out of print. Prof. Peabody requested Mr. Crawford's permission to =
publish an=20
electronic version of the text on the World Wide Web so that it would be =

available to her students and to others interested in game design. =
Washington=20
State University Vancouver generously made resources available to hire =
graphic=20
artist Donna Loper to produce this electronic version. WSUV currently =
houses and=20
maintains the site.=20
<P>Correspondance regarding this site should be addressed to Prof. Sue =
Peabody,=20
Department of History, Washington State University Vancouver, <A=20
href=3D"mailto:peabody@vancouver.wsu.edu">peabody@vancouver.wsu.edu</A>. =

<P>If you are interested in more recent writings by Chris Crawford, see =
the <A=20
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chris-talk.htm=
l">Reflections</A>=20
interview at the end of <I>The Art of Computer Game Design</I>; the <A=20
href=3D"http://www.theswapmeet.com/articles/crawford.html">Virtools =
Swap-meet=20
interview</A> with Chris Crawford; and Chris Crawford's webpage, <A=20
href=3D"http://www.erasmatazz.com/">Erasmatazz</A>.=20
<P>An acrobat version of this text is mirrored at this site: <A=20
href=3D"http://www.mindsim.com/MindSim/Corporate/artCGD.pdf">Acrobat</A> =

<P>In October 2000, a game fan named Shino posted a <A=20
href=3D"http://www2.airnet.ne.jp/ojima/acgd/Coverpagej.html">Japanese=20
translation</A> of this text.=20
<P><B>Table of Contents</B></P>
<UL>
  <UL>
    <UL>
      <LI><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html=
#ACKNOWLEDGMENT">Acknowledgement</A>=20

      <LI><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html=
#PREFACE">Preface</A>=20

      <LI><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter1.html"=
>Chapter=20
      1 </A>- <B>What is a Game?</B>=20
      <LI><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter2.html"=
>Chapter=20
      2</A> - <B>Why Do People Play Games? </B>
      <LI><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html"=
>Chapter=20
      3</A> - <B>A Taxonomy of Computer Games</B>=20
      <LI><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter4.html"=
>Chapter=20
      4</A> - <B>The Computer as a Game Technology</B>=20
      <LI><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter5.html"=
>Chapter=20
      5</A> - <B>The Game Design Sequence</B>=20
      <LI><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter6.html"=
>Chapter=20
      6</A> - <B>Design Techniques and Ideals</B>=20
      <LI><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter7.html"=
>Chapter=20
      7</A> - <B>The Future of Computer Games</B>=20
      <LI><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter8.html"=
>Chapter=20
      8</A> - <B>Development of Excalibur</B>=20
      <LI><A=20
      =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chris-talk.htm=
l">Reflections</A><B>=20
      - Interview with Chris</B>=20
      <LI><A=20
      =
href=3D"http://www.erasmatazz.com/library/Game%20Design/The_Education_of_=
a_Game_Designer.html">The=20
      Education of a Game Designer</A><B>, November 2003</B> =
</LI></UL></UL></UL>
<P>
<HR width=3D"100%">

<P></P>
<CENTER>
<P><FONT size=3D-1><A href=3D"http://www.vancouver.wsu.edu/">WSUV Home =
Page</A> | <A=20
href=3D"http://www.vancouver.wsu.edu/fac/peabody/peabody.htm">Prof. =
Peabody's Home=20
Page<BR><BR></A>Copyright &copy; 1997 Washington State University. All =
rights=20
reserved. REV.10.23.00<BR><I>Comments and questions: <A=20
href=3D"mailto:peabody@vancouver.wsu.edu">mailto:peabody@vancouver.wsu.ed=
u</A></I></FONT><BR></P></CENTER>
<P><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><BR><A=20
name=3DACKNOWLEDGMENT></A><B><FONT size=3D-1>ACKNOWLEDGMENT =
</FONT></B></P>
<UL>
  <P>I am deeply indebted to Madeleine M. Gross for her painstaking and =
thorough=20
  criticisms of this book. In many cases she invested greater efforts =
into her=20
  criticisms than I had put into my original thoughts. She strove to =
restrain my=20
  wild hyperbole and place my arguments on a firmer foundation of =
rigorous=20
  logic. The logical consistency and reliability in this book I owe to =
her; the=20
  speculative flights of fancy must be laid at my doorstep. <BR><FONT =
size=3D-1><A=20
  =
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html=
#top">Top</A></FONT></P></UL>
<P><A name=3DPREFACE></A><B><FONT size=3D-1>PREFACE </FONT></B></P>
<UL>
  <P>The central premise of this book is that computer games constitute =
a new=20
  and as yet poorly developed art form that holds great promise for both =

  designers and players.</P>
  <P>This premise may seem laughable or flippant. How could anybody =
classify the=20
  likes of SPACE INVADERS and PAC MAN as art? How can TEMPEST or MISSILE =
COMMAND=20
  compare with Beethoven=92s Fifth Symphony, Michelangelo=92s Pieta, or =
Hemingway=92s A=20
  Farewell To Arms? Computer games are too trivial, too frivolous to be =
called=20
  art. They are idle recreation at best. So says the skeptic.</P>
  <P>But we cannot relegate computer games to the cesspit of pop culture =
solely=20
  on the evidence of the current crop of games. The industry is too =
young and=20
  the situation is too dynamic for us to dismiss computer games so =
easily. We=20
  must consider the potential, not the actuality. We must address the=20
  fundamental aspects of computer games to achieve a conclusion that =
will=20
  withstand the ravages of time and change.</P>
  <P><IMG height=3D123=20
  src=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/palette.JPG" =
width=3D182=20
  align=3Dright></P>
  <P>There are many definitions of art, few of which make much sense to =
the=20
  uninitiated. I will present my own pedestrian definition: art is =
something=20
  designed to evoke emotion through fantasy. The artist presents his =
audience=20
  with a set of sensory experiences that stimulates commonly shared =
fantasies,=20
  and so generates emotions. Art is made possible only by the richness =
of the=20
  fantasy world we share. Art is nevertheless difficult, because there =
are so=20
  many practical problems associated with stimulating fantasies deep =
inside=20
  another person=92s mind. A major problem is getting the attention or=20
  participation of the audience. Most art allows very little =
participation. You=20
  sit quietly and listen to music that other people created and perform, =
or you=20
  stroll through a museum and stare at pictures or statues other people =
made.=20
  You sit passively and read a novel, or a poem, or a short story. With =
all of=20
  these art forms, the role of the audience is passive. The artist does =
all the=20
  active work, makes the biggest emotional investment. The audience is =
expected=20
  to absorb quietly the fruits of the artist=92s exertions. Active =
participation is=20
  severely curtailed. Without participation, attention dwindles and =
impact=20
  crumbles away.</P>

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