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ISBN:9780240812854

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简介

Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world’s most popular social game (FarmVille) as well as the world’s most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production. This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made.

目录

Front Cover 1
MAKING GREAT GAMES 4
Copyright 5
Contents 6
Acknowledgments 10
Introduction 12
How to Use This Book 13
Why These Games Were Picked 14
What to Expect 14
Permissions 16
Part 1 - The Games 18
Chapter 1 - LittleBigPlanet 20
What Went Right 21
We Were Bold 21
What Went Wrong 28
Wrap Up 34
Chapter 2 - World of Warcraft 40
What Went Right 42
Testing was Paramount 42
What Went Wrong 46
Not Understanding the Need for Data-Wrangling Tools Early Enough 46
Wrap Up 51
Chapter 3 - Diner Dash 56
What Went Right 57
Got in Early with the Platform 57
What Went Wrong 62
Should Have Self-Published? 62
Wrap Up 65
Chapter 4 - Half-Life 2 70
What Went Right 71
Building the Beginning Last 71
What Went Wrong 76
Five Cabals Are Harder than One Cabal 76
Wrap Up 80
Chapter 5 - Uncharted 2: Among Thieves 84
What Went Right 86
Focus on Actors 86
What Went Wrong 93
Blurred Line Between Alpha and Beta 93
Wrap Up 99
Chapter 6 - Rock Band 102
What Went Right 103
Made Good Early Calls on Networking Tech 103
What Went Wrong 109
Didn't Do Enough Tech Design 109
Wrap Up 114
Chapter 7 - FarmVille 118
What Went Right 119
Launched on the Amazon Cloud 119
What Went Wrong 123
Should Have Made Changes Faster 123
Wrap Up 126
Chapter 8 - Bejeweled Twist 132
What Went Right 134
Simplicity Trumps Complexity 134
What Went Wrong 138
Hype and Expectations 138
Wrap Up 143
Chapter 9 - Madden NFL 10 146
What Went Right 148
Buy-in from Above 148
What Went Wrong 151
Alpha/Beta Crunch Time 151
Wrap Up 153
Chapter 10 - World of Goo 158
What Went Right 159
IGF as Deadline 159
What Went Wrong 163
Tried to Multitask 163
Wrap Up 166
Part 2 - Analysis 172
Chapter 11 - Commonalities: What Goes Right 174
Iteration Is Paramount 175
Cabals Taking Over? 177
Beg, Borrow, and Steal 179
Focus on Talent 181
Use Your Whole Company 182
Playtesting as Production Driver 183
Miscellaneous 185
Wrap Up 188
Chapter 12 - Commonalities: What Goes Wrong 190
Test, Test, Test 191
Bite the Bullet 193
Don't Ignore the Tutorial 195
Every Project Is Different 196
Beware the Prototype 198
Plan for Success 199
Wrap Up 200
Chapter 13 - The Nature of High-Performing Teams 202
The Goal 203
The People 204
The Environment 206
The Process 207
Being Bold 207
Wrap Up 228
Chapter 14 - Applying These Learnings to Your Game Projects 211
Team Roles 211
Others 211
Development Phases 214
Post-Launch 214
Wrap Up 222
Chapter 15 - Hiring and Managing for Success 223
Hiring 223
Managing 226
A Word on Outsourcing 229
Wrap Up 229
Index 232

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