词条 | Bushnell's Law |
释义 |
All the best games are easy to learn and difficult to master. They should reward the first quarter and the hundredth. This principle is also referred to with the sentence "easy to learn, hard [or almost impossible] to master",[2] which has been adopted by Blizzard Entertainment as a motto and design principle.[1][3] Video game designer and critic Ian Bogost argued that the principle should be repealed, as the gameplay it induces is addictive rather than rewarding.[1] See also
References1. ^1 2 {{cite web | url=http://www.gamasutra.com/view/feature/3977/persuasive_games_familiarity_.php | title=Persuasive Games: Familiarity, Habituation, and Catchiness | publisher=Gamasutra | date=April 2, 2009 | accessdate=26 February 2014 | author=Ian Bogost}} {{Videogame-culture-stub}}2. ^{{cite web | url=http://www.wolfsheadonline.com/bushnells-theorem-easy-to-learn-difficult-to-master/#8db01 | title=Bushnell’s Theorem: Easy to Learn, Difficult to Master | publisher=Wolfshead Online | accessdate=26 February 2014}} 3. ^{{cite web | url=http://www.gamasutra.com/view/news/27640/GDC_Blizzards_Core_Game_Design_Concepts.php | title=GDC: Blizzard's Core Game Design Concepts | publisher=Gamasutra | date=March 11, 2010 | accessdate=26 February 2014 | author=Frank Cifaldi}} 3 : Video game culture|Video game design|Adages |
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