Berikut ini adalah pertanyaan dari titisanggraeni pada mata pelajaran B. inggris untuk jenjang Sekolah Menengah Pertama
Complete the following interview with the suitable verbs!Here is an interview between Brian and Dr. Reiner Knizia, one of the most respected game designers in the industry. With over 100 published titles and dozens and dozens of awards, he is not only one of the most talented, but possibly the most prolific inventor in the world.
Brian: How did you 1) (sell)___your first game?
Reiner: It was pretty straightforward. 12 (contact)___the publisher and showed them the games and they 3) (like)___them. Remember I had been designing games on my own for twenty years before then.
Brian: Where do you start when inventing a new game?
Reiner: Well, you can't always start at the same corner, or you'll always end up in the same corner. That's the problem with game design - there is no consistent approach. Taking the same approach goes against creativity. Game design really is an art, not a science. You can't apply the same methodology or you'll come up with the same type of game.
Brian: What do you do if you have trouble selling a certain game?
Reiner: If the publishers don't like it. I rework it. I have only a handful of games that 4) (not, sell)___, and for those I feel probably it's the right thing they aren't published. Publishers are a good second opinion on how good a game is, and I really wouldn't want my name on a game that's not very good. I'm a perfectionist and I stand behind all the games 15) (publish)___.
Brian: What are some of the problems you've 6) (have)___to overcome in inventing new games?
Reiner: My biggest problem is that I am unable to clone myself (laughing). I have so many ideas. There are so many projects I could do, but there isn't enough time in the week to do them all. It's difficult to choose which ones to work on first. People start stealing my ideas before I even have them.
Brian: What's an important lesson you've 7) (feam)___about game inventing?
Reiner: Different people expect different things from games. You need to know the audience you're creating the game for. Do they want an easy game with very fast rules for the mass marker. or a deep strategic game for experienced game players? It's important to remember that in the end all that counts is the quality of the game. But the quality criteria change - they are defined by the market.
Brian: Where would you recommend a new inventor start when creating a game?
Reiner: All that counts that you make a high quality, excellent game. Your profession, money, background, everything else doesn't count. Everything you need will follow if you make a good game. Don't start out thinking about big money. Don't start thinking about self publishing either. You should get a publisher. Publisher are very good at judging games. If a publisher doesn't want your game, probably no one else will either. Designing games is a long procces. You need to get experience by playing lots of diffirent games, talking to people who make and play games, and studying the product lines of companies. I've 8) (do)___games for 35 years and I'm still learning all the time. I still understand very little about what makes a game successful. You can look back on past products and do marketing analysis for explanations of why a game was successful or not. That's all very nice, but it's irrelevant to understanding what's going to succeed in the future.
Brian: Is there any more advice you'd like to give new inventors?
Reiner: Do what you do best. Follow your own path. Develop your own style. Also, clarify why you are doing it. You need to know your own reason. My reason is in my motto: "Bringing enjoyment to the people." That's why I design games, and for me, that's the only thing that counts.
tolong dijawab yg bener!!
Brian: How did you 1) (sell)___your first game?
Reiner: It was pretty straightforward. 12 (contact)___the publisher and showed them the games and they 3) (like)___them. Remember I had been designing games on my own for twenty years before then.
Brian: Where do you start when inventing a new game?
Reiner: Well, you can't always start at the same corner, or you'll always end up in the same corner. That's the problem with game design - there is no consistent approach. Taking the same approach goes against creativity. Game design really is an art, not a science. You can't apply the same methodology or you'll come up with the same type of game.
Brian: What do you do if you have trouble selling a certain game?
Reiner: If the publishers don't like it. I rework it. I have only a handful of games that 4) (not, sell)___, and for those I feel probably it's the right thing they aren't published. Publishers are a good second opinion on how good a game is, and I really wouldn't want my name on a game that's not very good. I'm a perfectionist and I stand behind all the games 15) (publish)___.
Brian: What are some of the problems you've 6) (have)___to overcome in inventing new games?
Reiner: My biggest problem is that I am unable to clone myself (laughing). I have so many ideas. There are so many projects I could do, but there isn't enough time in the week to do them all. It's difficult to choose which ones to work on first. People start stealing my ideas before I even have them.
Brian: What's an important lesson you've 7) (feam)___about game inventing?
Reiner: Different people expect different things from games. You need to know the audience you're creating the game for. Do they want an easy game with very fast rules for the mass marker. or a deep strategic game for experienced game players? It's important to remember that in the end all that counts is the quality of the game. But the quality criteria change - they are defined by the market.
Brian: Where would you recommend a new inventor start when creating a game?
Reiner: All that counts that you make a high quality, excellent game. Your profession, money, background, everything else doesn't count. Everything you need will follow if you make a good game. Don't start out thinking about big money. Don't start thinking about self publishing either. You should get a publisher. Publisher are very good at judging games. If a publisher doesn't want your game, probably no one else will either. Designing games is a long procces. You need to get experience by playing lots of diffirent games, talking to people who make and play games, and studying the product lines of companies. I've 8) (do)___games for 35 years and I'm still learning all the time. I still understand very little about what makes a game successful. You can look back on past products and do marketing analysis for explanations of why a game was successful or not. That's all very nice, but it's irrelevant to understanding what's going to succeed in the future.
Brian: Is there any more advice you'd like to give new inventors?
Reiner: Do what you do best. Follow your own path. Develop your own style. Also, clarify why you are doing it. You need to know your own reason. My reason is in my motto: "Bringing enjoyment to the people." That's why I design games, and for me, that's the only thing that counts.
tolong dijawab yg bener!!
Jawaban dan Penjelasan
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Jawaban:
1) sell
2) contacted
3) liked
4) have not sold
5) published
6) haves
7) learn
8)Does
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Last Update: Mon, 18 Apr 22