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Tatamain

Daripada Wikipedia, ensiklopedia bebas.

Tatamain atau lebih dikenali dalam bahasa Inggeris sebagai gameplay merujuk kepada cara pemain berinteraksi dengan permainan,[1][2] khusus lagi yang berformat video interaktif.[3][4] Ia difahamkan sebagai pola atau corak bagaimana permainan sebegini dimainkan berdasarkan:

  • peraturan yang ditetapkan,[2][5]
  • ketersambungan antara pemain dan permainan,[6]
  • cabaran yang diberikan dalam permainan[7] dan cara penyelesaian,[8]
  • jalan cerita yang ditumpukan[9] dan rasa hubungan pemain terhadap jalan cerita tersebut.

Hal ini mempunyai pendalaman yang tersendiri berbanding aspek teknikal yang dikandungkan dalam permainan video seperti grafik [10] dan audio.

Lihat juga

[sunting | sunting sumber]
  1. ^ Lindley, Craig (June 24–26, 2004). "Narrative, Game Play, and Alternative Time Structures for Virtual Environments". Dalam Göbel, Stefan (penyunting). Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004. Lecture Notes in Computer Science. 3105. Darmstadt, Germany: Springer. m/s. 183–194. doi:10.1007/978-3-540-27797-2_25. ISBN 978-3-540-22283-5. .. gameplay gestalt, understood as a pattern of interaction with the game system." ("A gestalt may be understood as a configuration or pattern of elements so unified as a whole that it cannot be described merely as a sum of its parts."); ".. In general, it [game play gestalt] is a particular way of thinking about the game state from the perspective of a player, together with a pattern of repetitive perceptual, cognitive, and motor operations. A particular gameplay gestalt could be unique to a person, a game, or even a playing occasion. Unique game play gestalts can also be identified across games, game genres, and players.
  2. ^ a b Salen, Katie; Zimmerman, Eric (2004). Rules of Play: Game Design Fundamentals. Cambridge, Massachusetts: The MIT Press. m/s. 3. ISBN 978-0-262-24045-1. Game play is the formalized interaction that occurs when players follow the rules of a game and experience its system through play.
  3. ^ Lindley, Craig; Nacke, Lennart; Sennersten, Charlotte (November 3–5, 2008). Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay. Proceedings of CGAMES 08. Wolverhampton, UK: University of Wolverhampton. ISBN 978-0-9549016-6-0. Diarkibkan daripada yang asal pada 23 September 2015. Dicapai pada 2010-10-04. 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
  4. ^ Tavinor, Grant (Oktober 5, 2009). The Art of Videogames. Wiley-Blackwell. ISBN 978-1-4051-8788-6. Diarkibkan daripada yang asal pada Februari 23, 2017. Dicapai pada September 23, 2016. [T]he interactive involvement typically associated with videogames, that is, the activities that occur when one plays a videogame.
  5. ^ Egenfeldt-Nielson, Simon; Smith, Jonas Heide; Tosca, Susana Pajares (Februari 19, 2008). Understanding Video Games: The Essential Introduction. Routledge. ISBN 978-0-415-97721-0. Diarkibkan daripada yang asal pada Februari 23, 2017. Dicapai pada September 23, 2016. In line with the common use of the term, we will define gameplay as: the game dynamics emerging from the interplay between rules and game geography.
  6. ^ Laramée, François Dominic (Jun 15, 2002). Game Design Perspectives. Charles River Media. ISBN 978-1-58450-090-2. Diarkibkan daripada yang asal pada Februari 23, 2017. Dicapai pada September 23, 2016.
  7. ^ Adams, Ernest; Rollings, Andrew (2003). Andrew Rollings and Ernest Adams on game design. New Riders Publishing. ISBN 978-1-59273-001-8. One or more casually linked series of challenges in a simulated environment"; "Gameplay is the result of a large number of contributing elements. .. gameplay is not a singular entity. It is a combination of many elements, a synergy that emerges from the inclusion of certain factors. .. The gameplay emerges from the interaction among these elements, ..
  8. ^ Adams, Ernest (September 23, 2006). Fundamentals of Game Design. Prentice Hall. ISBN 978-0-13-168747-9. Diarkibkan daripada yang asal pada Februari 23, 2017. Dicapai pada September 23, 2016. .. defined gameplay as consisting of the challenges and actions that a game offers: challenges for the player to overcome and actions that let her overcome them. .. [T]he essence of gameplay remains the relationship between the challenges and the actions available to surmount them.
  9. ^ Concise Oxford English Dictionary (ed. 11, Revised). Oxford University Press, USA. 11 Ogos 2008. ISBN 978-0-19-954841-5. gameplay (in a computer game) the plot and the way the game is played, as distinct from the graphics and sound effects
  10. ^ Oxland, Kevin (2004). Gameplay and design. Addison Wesley. ISBN 978-0-321-20467-7. .. gameplay is the components that make up a rewarding, absorbing, challenging experience that compels player to return for more .. [Gameplay] does not come from a great visual character, not does it come from state-of-art technology and beautifully rendered art.