ANALOGUE TO DIGITAL GAME TRANSLATION HEURISTICS - Phill Rogers 2007

 
 
 
 
 
Download PDF FREE
Value This
Doc
Scribd
Average
     
Pages: 101 43
Words: 7464 13640
Characters: 127228 81678
Lines: 962 623
     
     
Letters per word: 17.05 5.99
Words per line: 7.76 21.89
Words per page: 73.9 317.21

Add to your reading list

Flag_red Flag this document

Document Information

62 Reads | 0 Comments

Description

As heuristic and accepted guidelines are becoming more and more prevalent in today’s software design society, why is it that the game design community shy away from them when it comes to the translation of an existing analogue or board game for the digital realm? In the creation of either of these analogue board or digital games, a designer must have rules to follow. This report aims to introduce a defined set of Heuristics for Analogue Game
Translation, to clarify why, or indeed if, they are needed and if so how they should be implemented.
The theorised resulting “Heuristics for Analogue Game Translation” or HAGT’s in this report were tested on existing digital versions of analogue games and also on a non‑translated analogue game to assess their validity and if they could better help designers facilitate the creation of games in general, giving them a basis from which to start when translating existing analogue games into a digital format.

Pdf_16x16 101 Pages


Date Added

10/28/2009

Category
Tags

No tags.

Groups
Copyright

Attribution Non-commercial

More info »

 

or use Facebook Connect