Game Design as Technical Communication: Articulating Game Design Through Textbooks
Michael Anthony DeAnda amp;Carly A. Kocurek
Pages 202-210 | Accepted author version posted online: 06 May 2016, Published online: 06 May 2016
ABSTRACT
This article examines the framing of the designerrsquo;s role in game development in textbooks published and circulated over the past decade. The authors investigate the discursive ways coding is downplayed within game design texts as a means of promoting design as a form of creative expression. This speaks to ongoing tension in the games industry of coding and technology versus art. The authors argue that, in their presentation of game design, leading textbooks attempt to frame the field as one of artistry and technical practice, presenting game design as a type of technical communication. The authors ultimately consider the potential and pitfalls of considering game design as a technical communication field and suggest that this framing presents lens for considering the recently professionalized field.
KEYWORDS: Game design, technical communication, textbook
In the discourse of computer game development and design, the word technical is often interpreted narrowly—as having to do exclusively with game coding. Although computer game development often relies on sophisticated skill in coding, the field also relies on technical skill in a much more diverse array of fields, including graphics and art, communication, and design. Game design is also a field in its infancy undergoing a rapid and ongoing process of formalization and professionalization. The first Game Developers Conference was convened in 1988 (“About GDC,” 2015About GDC. (2015). Retrieved fromhttp://www.gdconf.com/aboutgdc/ [Google Scholar]), the International Game Developers Association, formerly the Computer Game Developers Association, was founded in 1994 and now has more than 12,000 members, and the industryrsquo;s trade association, the Entertainment Software Association, was first founded as the Interactive Digital Software Association that same year (Hoffman, 2007Hoffman, E. (2007). Living the dream: Letrsquo;s get together. Escapist Magazine. Retrieved fromhttp://www.escapistmagazine.com/articles/view/video-games/issues/is-sue_117/2292-Let-s-Get-Together [Google Scholar]). The growth in industrial and professional organizations has coincided with a rise in educational programs designed to train those who aspire to work in the industry. Today, at least one college-level game design program is offered in every state, and new programs are still being established. The Princeton Review, for example, ranks more than 150 such programs across the United States (“Top schools for game design,” 2015Top schools for game design. (2015). Retrieved fromhttp://www.princetonreview.com/collegerankings/game-design [Google Scholar]).
The formalization of game design through the founding of professional organizations and the establishment of training and degree programs has also been marked by an increased discussion of what exactly game design is. In a field where many leading figures are still people who were largely self-taught, this debate has particular importance as it can have a strong effect on who will be accepted into the industry at the professional level in the future and can shape curriculum design and education in the field. Textbooks produced for this bevy of new courses in game design provide a compelling lens through which to consider the establishment of game design as an independent technical field and of the fieldrsquo;s reliance on and fraught relationship with computer technologies.
In this review article, we begin by closely considering three textbooks that are currently in wide use in game design classes and programs. These books—The Art of Game Design: A Book of Lenses (Schell, 2014Schell, J. (2014). The art of game design: A book of lenses. Amsterdam, The Netherlands: Elsevier/Morgan Kaufmann.游戏设计作为技术交流:通过教科书阐述游戏设计
| 202-210接受作者版页网上发布:06 2016年5月,发表于:2016年5月06
在设计过程中,设计师富勒顿将“倡导玩家”(3页),介绍了她的工作中认真注意游戏设计导航为玩家通过游戏框架创建的经验。
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