Alur permainan: Perbedaan antara revisi
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(13 revisi perantara oleh 7 pengguna tidak ditampilkan) | |||
Baris 1:
{{Yatim|Oktober 2022}}
{{Permainan video}}
'''Alur
== Ringkasan ==
[[Berkas:Edge_(video_game)_edge_time,_animated.gif|pra=//upload.wikimedia.org/wikipedia/commons/thumb/c/c9/Edge_%28video_game%29_edge_time%2C_animated.gif/220px-Edge_%28video_game%29_edge_time%2C_animated.gif|jmpl|
Muncul bersamaan dengan pengembangan permainan video pada 1980-an, istilah
== Jenis ==
Ada tiga komponen untuk
* [[Permainan video pemain jamak|''Asymmetric video game'']] (permainan video tak setangkup)
* ''Cooperative video game'' (permainan video kerja sama)
* ''Emergent gameplay'' (jalan main berangsur)
* ''Nonlinear gameplay'' (jalan main tidak lurus)
== Kebingungan definisi ==
Baris 21 ⟶ 22:
* "A series of interesting choices." -[[Sid Meier]]<ref>{{Cite book|last=Rollings|first=Andrew|last2=Morris|first2=Dave|year=1999|url=https://archive.org/details/gamearchitecture0000roll/page/38|title=Game Architecture and Design|publisher=Coriolis Group Books|isbn=978-1-57610-425-5|page=[https://archive.org/details/gamearchitecture0000roll/page/38 38]}}</ref>
* "The structures of player interaction with the game system and with other players in the game."<ref>{{Cite book|last=Björk|first=Staffan|last2=Holopainen|first2=Jussi|year=2005|title=Patterns in Game Design|url=https://archive.org/details/patternsingamede0000bjor|publisher=Charles River Media|isbn=978-1-58450-354-5}}</ref>
* "One or more causally linked series of challenges in a simulated environment."<ref>{{Cite book|last=Adams|first=Ernest|last2=Rollings|first2=Andrew|year=2003|title=Andrew Rollings and Ernest Adams on game design|url=https://archive.org/details/andrewrollingser0000roll_s4t7|publisher=New Riders Publishing|isbn=978-1-59273-001-8|ref=AdRol}}</ref>
* "A good game is one that you can win by doing the unexpected and making it work."<ref>{{Cite book|last=Rollings|first=Andrew|last2=Morris|first2=Dave|year=2000|url=https://archive.org/details/gamearchitecture0000roll_m1o4|title=Game Architecture and Design|publisher=New Riders Games|isbn=978-0-7357-1363-5|url-access=registration}}</ref>
* "The experience of gameplay is one of interacting with a game design in the performance of cognitive tasks, with a variety of emotions arising from or associated with different elements of motivation, task performance and completion."<ref name="C">{{Cite book|last=Lindley|first=Craig|last2=Nacke|first2=Lennart|last3=Sennersten|first3=Charlotte|date=November 3–5, 2008|url=http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/f336e780df204cf4c125753d003d3b45!OpenDocument|title=Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay|work=Proceedings of CGAMES 08|location=Wolverhampton, UK|publisher=University of Wolverhampton|isbn=978-0-9549016-6-0|quote=The experience of gameplay is one of interacting with a game design in the performance of cognitive tasks, with a variety of emotions arising from or associated with different elements of motivation, task performance and completion|access-date=2010-10-04|archive-url=https://web.archive.org/web/20150923195055/http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/f336e780df204cf4c125753d003d3b45!OpenDocument|archive-date=2015-09-23|url-status=dead}}</ref>
* "Gameplay here is seen as the interactive gaming process of the player with the game."<ref name="nackeDiGRA">{{Cite journal|last=Nacke|first=Lennart E.|last2=Drachen|first2=Anders|last3=Kuikkaniemi|first3=Kai|last4=Niesenhaus|first4=Joerg|last5=Korhonen|first5=Hannu|last6=van den Hoogen|first6=Wouter|last7=Poels|first7=Karolien|last8=IJsselsteijn|first8=Wijnand|last9=de Kort|first9=Yvonne|displayauthors=8|date=September 1, 2009|title=Playability and Player Experience Research|url=http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/09287.44170.pdf|journal=Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory|archive-url=https://web.archive.org/web/20111112141834/http://www.digra.org/dl/display_html?chid=http%3A%2F%2Fwww.digra.org%2Fdl%2Fdb%2F09287.44170.pdf|archive-date=November 12, 2011|access-date=May 15, 2019|quote=''playability'' is the evaluative process directed toward games, whereas ''player experience'' is directed toward players. More precisely, playability methods evaluate games to improve design, whereas player experience methods evaluate players to improve gaming.(p.1)|url-status=live}}</ref>
== Ketermainan (''Playability'') ==
* '''''Satisfaction
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* '''''Immersion
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=== Segi
Analisis
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Terakhir,
== Lihat juga ==
* [[Pengembangan permainan video|
* ''Game mechanics''
* ''Interaction design''
* ''Play'' (''activity'')
* ''Time-keeping systems in games''
* [[Genre permainan video|
== Catatan kaki ==
{{Notelist}}
==
{{Reflist}}
== Bacaan lebih lanjut tentang
* Desurvire, H., Caplan, M., & Toth, J. A. (2004). Using heuristics to evaluate the playability of games. CHI '04 extended abstracts on Human factors in computing systems, Vienna, Austria. {{Doi|10.1145/985921.986102}}
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