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Playdom设计师重置《Wild Ones》功能 游戏扭转乾坤

发布时间:2011-05-04 10:08:41 Tags:,,

设计师Joshua Dallman日前揭示了Playdom Facebook游戏《Wild Ones》反败为胜的10大原则。

Wild Ones

Wild Ones

他认为成熟的营收策略十分重要,同时他也谈到自己如何创造性地将这一模式落实到位。

Dallman表示,“我们的解决方案十分彻底,游戏一开始就免费提供地图、人物和服装(或者价位低至如同免费),并且面向所有玩家,而虚拟交易主要针对玩家最渴望的物品(游戏邦注:即武器)。其他游戏体验主要协助提高玩家粘性和留存率。”

他表示,“游戏没有充足的地图可供出售。出售地图对于虚拟交易来说并非明智之举,因为地图是用户粘性的平台。游戏人物并不多,免费角色的临界规模对于基本的用户粘性和留存率以及玩家的个性化定制是不可或缺的。”

虽然很多人可能会认为在像《Wild Ones》(游戏邦注:其灵感来自《百战天虫》)这样的战斗游戏中,头像定制对于满足玩家的炫耀需求来说至关重要,但Dallman认为玩家真正想要炫耀的地方是战场。

Dallman表示,“玩家地位主要体现在其在战场上引起震撼和敬畏之情的能力,而这取决于玩家使用昂贵稀有武器的意愿和频率,并非佩戴的花花绿绿毡帽。”

文章详细阐述了Dallman如何调整游戏提高用户粘性,降低游戏难度,将游戏推向成功。而且这些原则不单单适用于免费或者社交游戏。(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

Feature: Redesigning Playdom’s Wild Ones Into A Success
 
Struggling to save a game? In Gamasutra’s latest feature, designer Joshua Dallman reveals the 10 principles that took Playdom’s Wild Ones from failure to success on Facebook.

One major point he rams home is the importance of having a well thought-out monetization strategy — and how he had to think outside the box to make his model work.

“My solution was radical — make all maps, characters, and clothing free (or as cheap as free) and open from the get-go, with monetization design centered around the most desirable thing players want in the game — weapons. Everything else used to drive engagement and retention,” Dallman writes.

“There weren’t enough maps to sell, and selling maps is a poor choice for monetization anyway, as maps are the platform for engagement. Characters were also few in quantity and a critical mass of free characters was needed for basic engagement and retention and player customization of their personality,” he says.

While many would consider avatar customization crucial to players showing off to one another, in a Worms-inspired combat game like Wild Ones, he argues, the place players really want to show off is on the battlefield.

“Here, the status is in your ability to inspire shock and awe on the battlefield via your willingness and frequency of use of expensive and rare weapons — not what color fedora you’re wearing,” Dallman writes.

The full feature goes into great depth on how Dallman modified the game to raise engagement, decrease pain for players, and propel it towards success. Better yet, many of the principles within apply not just to free-to-play or social games. It’s live now on Gamasutra. (Source:Gamasutra


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