게임플레이

초기 버전의 퍼즐 게임 Edge의 게임플레이
![]() |
게임플레이(gameplay)는 플레이어가 게임과 상호작용하는 특정한 방식의 하나로,[1][2] 특히 비디오 게임에 해당한다.[3][4] 게임플레이는 게임의 규칙을 통해 정의되는 패턴,[2][5] 플레이어와 게임 간의 연결,[6] 도전[7], 그리고 이들을 극복하는 것,[8] 줄거리[9], 그리고 플레이어를 이와 연결시키는 것이다.[6] 비디오 게임의 게임플레이는 그래픽과[9][10] 오디오 요소와는 구별한다.[9]
종류[편집]
같이 보기[편집]
각주[편집]
- ↑ Lindley, Craig (June 24–26, 2004). 〈Narrative, Game Play, and Alternative Time Structures for Virtual Environments〉. Göbel, Stefan. 《Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004》. Darmstadt, Germany: Springer. 183–194쪽. 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.
- ↑ 가 나 Salen, Katie; Zimmerman, Eric (2004). 《Rules of Play: Game Design Fundamentals》. Cambridge, Massachusetts: The MIT Press. 3쪽. 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.
- ↑ 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. 2015년 9월 23일에 원본 문서에서 보존된 문서. 2017년 8월 14일에 확인함.
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
- ↑ Tavinor, Grant (2009년 10월 5일). 《The Art of Videogames》. Wiley-Blackwell. ISBN 978-1-4051-8788-6.
[T]he interactive involvement typically associated with videogames, that is, the activities that occur when one plays a videogame.
- ↑ Egenfeldt-Nielson, Simon; Smith, Jonas Heide; Tosca, Susana Pajares (2008년 2월 19일). 《Understanding Video Games: The Essential Introduction》. Routledge. ISBN 978-0-415-97721-0.
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.
- ↑ 가 나 Laramée, François Dominic (2002년 6월 15일). 《Game Design Perspectives》. Charles River Media. ISBN 978-1-58450-090-2.
- ↑ Adams, Ernest; Rollings, Andrew (2003). 《Andrew Rollings and Ernest Adams on game design》. New Riders Publishing. ISBN 1-59273-001-9.
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, ..
- ↑ Adams, Ernest (2006년 9월 23일). 《Fundamentals of Game Design》. Prentice Hall. ISBN 978-0-13-168747-9.
.. 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.
- ↑ 가 나 다 《Concise Oxford English Dictionary》 11, Revis판. Oxford University Press, USA. 2008년 8월 11일. 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
- ↑ Oxland, Kevin (2004). 《Gameplay and design》. Addison Wesley. ISBN 0-321-20467-0.
.. 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.