Alur permainan: Perbedaan antara revisi
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Baris 2:
{{Permainan video}}
'''Alur permainan''' atau '''jalan permainan''' ({{lang-en|gameplay}}) adalah cara khusus di mana pemain berinteraksi dengan permainan, dan khususnya dengan [[permainan video]].
== 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 sejajar)
== Kebingungan definisi ==
Baris 28:
* "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>
== Kebermainan (''Playability'') ==
* '''''Satisfaction
* '''
* '''
* '''''Immersion
* '''''Motivasi
* '''
* '''
=== Segi
Analisis pemutaran adalah proses yang sangat rumit karena sudut pandang yang berbeda untuk menganalisis bagian yang berbeda dari arsitektur
* '''Pemutaran Intrinsik
* '''Mekanik
* '''Pemutaran Interaktif
* '''
* '''
* '''
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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