甚至，他们也因为在第一波社交游戏浪潮里，游戏除了作为一种病毒式传播“机器”，并未能体现任何用户留存功能而感到极端郁闷。其实在第一波游戏设计浪潮中也不乏好游戏，例如《Dungeons & Dragons: Tiny Adventures》，而且，正是从那时起，社交游戏开始慢慢步入正轨，并取得了很大的进展。从其它游戏类型转变成社交游戏的过程中，最大且最好的变化即是，当别人问你什么是用户留存功能时，你已经能够应对自如了。首先你可以告诉他们，你的游戏设计中最棒且最有趣的部分是什么。
我曾经玩过《Magic: The Gathering》（可以说这是我玩过的游戏中最好的一款）。在游戏中我被很多熊一般大的“松鼠”袭击着，而唯一能够帮我存活的卡片却超出了我能够支付的范围。所以我便使用了“Jace, the Mind Sculptor”这张牌逃出了危机。我发现“Time Walk”这张牌能让我获得一个额外的回合。如果我在下一回合中再次使用“Jace”，我将能够找到“Channel”和“Farost Titan”这两张牌。我可以使用“Channel”对“Emrakul，Aeons Torn”发动攻击。除非出现了更大的对手，要不我便可以获得一个额外的回合。对“Emrakul”的袭击使我消灭了对手一半的卡片。而我也能够确信“Farost Titan”有能力打败“Gaea’s Cradle”。这时候我的对手已不再握有能够与我相抗衡的厉害角色了，除了“Banefire”，这真的是一张极其厉害的卡片，有可能对我的所有卡片造成致命的威胁。
一个有趣的故事情节必须让玩家之间能够进行有趣的互动，或者让玩家能够真正融入游戏，体验游戏的乐趣。角色扮演游戏在这一方面就表现得很出色（我经常与好友一起玩《Dungeons & Dragons》）。纸牌角色扮演游戏使玩家能够融入史诗般复杂的游戏世界，深切地体验到游戏的乐趣。玩家可以结合自己丰富的想象力，在游戏中尝试任何挑战。而视频角色扮演游戏虽然带有较多局限性，但是它所展现的画面感和视觉震撼都推动玩家进一步与游戏角色相融合。好的游戏作品将能为玩家呈现好的故事情节，而身临其境的“战争”体验也将带给玩家难忘的情感冲击。
在《Mafia Wars》等社交游戏中，你必须操纵着游戏中的黑手党等角色，而且除了一些派对游戏（如《Pictionary》，《Time’s Up》）以及文字游戏（如《Boggle》，《Scrabble》）等，甚少有游戏不需要玩家操纵任何角色。（本文为游戏邦/gamerboom.com编译，如需转载请联系：游戏邦）
Social Game Design: Retention part 1
Social game creation and distribution companies often discuss three important qualities of a game on a social network. Virality, Monetization, and Retention. Today’s topic is retention (but you already knew that, didn’t you?
Retention, also known as engagement, also known as BASIC GAME DESIGN. I’m sure some pre-social games designers (like me) feel offended and traumatized that the main thing we work so hard at can be relegated to just one of three bullet points on a distributor’s to-do list.
Many are even more offended that most “games” in the first wave of social network games didn’t really have any “retention” features at all, they were just viral spam machines. Take a deep breath. Maybe two. The first wave wasn’t completely awful (Dungeons & Dragons: Tiny Adventures, for example) and social games have come a long way since then. The best news for those transitioning from other game types to social games is that when someone asks you about retention features you already know what to do. Start by telling them about all the coolest and funnest parts of your design.
Soon you’ll find you need to get more specific. The smart ones will come back to you asking for specific game design elements that get a player to come back to your game later. A fun minigame will keep a player’s attention for 15 minutes, but the retention question is: will they come back tomorrow? You are probably familiar with growing crops in Farmville. You plant crops and then must come back later to harvest them. Some crops take 2 days to grow. This is one of the more common forms that retention mechanics are taking in social games. Start something with a click, come back later to see the results. This is what most non-designers think of when they talk about retention mechanics.
Now contrast that with the overall retention mechanic in Farmville: a persistent farm that you grow from a few fields to great big huge tracts of land. You can see there’s a lot of room between those two things, but anything on the straight line the connects them will be a retention mechanic.
Here’s a spewing of ideas that increase retention:
Story & Characters- players come back to see what happens in the plot. TV shows like Lost do a great job with this – people want to come back to see what happens to the characters they love and how the story develops. In some games you play the main character and make choices about how your story develops, but just because the player is in control it doesn’t mean they don’t want to return to see what happens next.
To Do lists – give the player more than they can accomplish in a single session, in a single week, in a single month. Everything from a list of missions to achievements can create the feeling of incompleteness and striving toward goals that bring players back.
Ownership & collection – people love amassing loot. Note that this can overlap with monetization.
Guilt – something bad will happen if you don’t return. While effective in the short term, it can be counterproductive long-term. Once a player feels they have lost too much they will never return.
Missed opportunities – add events to your game that trigger while the player is away, but that can be taken advantage of if the player returns in time. Nothing is lost if the player doesn’t return, but they can enjoy monitoring the game in the background or checking at least once a day. This also increases the feeling that the game world is a living thing, increasing player interest overall.
Daily Events – once-a-day quests & contests.
Weekly Events – think about the overall play pattern of your users and how to engage different users at different frequencies. I recommend having both daily and weekly events for modern social networks.
Cooldown timers – okay this is more of a mechanic that can be applied to several other things on this list, but it deserves mention on its own. You can control both the pace of play and the power level of abilities you give to players through cooldown timers. They are super effective in social network games. These timers can last from 5 minutes to several hours.
Interacting with your friends in fun and positive ways – don’t separate viral and retention mechanics too much. They have some overlap, especially in well-designed social games. Players will come back to your game just to play it with their friends, and mechanics that allow them to work together are usually the strongest for retention. （source:designsideout）
Social Game Design: Retention part 2
This past Saturday I was playing Magic: The Gathering (possibly the best game ever made). In one game I was getting attacked by many squirrels (bear-sized squirrels) and the only card I had that could get me back into the game cost more than I could pay. I used Jace, the Mind Sculptor to dig for a way out. I found Time Walk, buying me an extra turn (this was a vintage rotisserie draft). On that next turn I used Jace again, this time finding Channel and Frost Titan. I used Channel (taking me down to 1 life) to cast Emrakul, the Aeons Torn. In addition to a huge guy, that bought me another turn. Emrakul’s attack took away half of my opponent’s board. Just to be sure, I cast the Frost Titan to lock down his Gaea’s Cradle. He didn’t have enough guys to get through, but he did have a Banefire, which he cast for the last 1 damage to kill me.
So what does this have to do with Social Games? If you play enough Magic, you know I just told you a cool and somewhat hilarious story. The story is so interesting to me that I was willing to tell it to you even if you don’t play Magic, putting in almost enough information for you to be able to understand it. Great games give players great stories to tell. I believe the lack of great stories is a problem for social games. When’s the last time someone told you a thrilling tale of how they waited 15 minutes to harvest tomatoes?
To get a great story you need interesting interactions between players, or between the game and the players. Role-playing games do this best. (I have been regaled countless times with a friend’s previous night’s Dungeons & Dragons adventure.) Paper RPGs combine complex interactions between people with a fantasy world that has epic storytelling possibilities. Players can do anything and the results are as awesome as their combined imaginations. Video game RPGs are more limited, but the graphics and well-composed worlds give players a lot of fuel to imagine the lives of their characters. Good writing will deliver great stories, and close-fought battles give the player emotional moments they won’t soon forget.
All of this is absent from social games. There are no RPGs (Mafia Wars and its myriad of clones are NOT RPGs. Don’t believe anyone who tells you that*). There aren’t any complex player interactions. There are no close encounters with surprising turnarounds. Social games could really use some of these things. These are the kinds of things that can dramatically increase player retention in a game. Also, if players are telling their friends what happened over lunch, you’ll get some real-life viral spreading.
* Technically they are games in which you play the role of a mafia boss or similar. But there are very few games where you don’t play the role of something. I guess you don’t do it in party games (Pictionary, Time’s Up) and word games (Boggle, Scrabble). （source:designsideout）