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E-mail: geekdrums@gmail.com

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(2015). - IRF -

Time-based structured model of game design for making better games/criticizing games
Sho Iwamoto
GRIMOIRE OF GAME DESIGN
E-mail: geekdrums@gmail.com
Abstract Informations given from a game to players can be classified into four layers: "Information", "Reaction", "Play" and "Progress" depending what action the player think as a cause of the information. I discuss ways to criticize the game from a unified perspective by using this classification. Since the time until information is obtained in each layer has a relationship proportional to the duration of the given motivation, it can be thought that the transition of the motivation passes through the layer one by one. This model shows makes it possible to visualize "bottleneck" in maintaining motivation.
Keywords Game Design, Layers, Bottleneck