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归纳社交游戏的17点设计理论和技巧

发布时间:2011-07-07 18:10:25 Tags:,,,

作者:Brenda Brathwaite

Brenda Brathwaite在twitter上发表了些许社交游戏的理论和技巧,以下是游戏邦编译的相关内容:

社交游戏应该要让玩家:

1、因某些好消息回到游戏中。比如,游戏进程、新内容、好友的访问、邮件和礼物等。

2、为解决某些问题回到游戏中。比如,枯萎的作物、不足的供给等。

3、完成短期目标并在长期目标中取得进展。

4、总是清晰明白需要做什么才能解决游戏中的所有问题。如果你聪明的话,就不该让玩家来猜测或发现问题的解决方案。不是说游戏中不应该有发现性的事物或惊奇,这些在游戏中必须有。然而,不可导致玩家遭遇那些没有明显解决方案的问题,这会让玩家离开游戏。

5、如果能做到的话,最好每屏都有个预期目标(游戏邦注:比如某些玩家想要的东西或任务),而且应该让玩家清楚知道需要做什么才能实现目标。

6、产生与游戏核心有关的动机,这样玩家才会想要去实现那些预期目标(游戏邦注:比如假设我拿到X,就能让Y进展得更快或可以赚取更多金币)。

7、看到每次点击都能获得奖励,比如经验值或钱币等。

8、清楚理解游戏中的变化如何及为何发生。加入某个NPC忽然变得很高兴,原因是什么呢?这种过程是否很明显就可以看出来?从普通状态到高兴状态的转变是否清晰明了?玩家是否能够获得奖励?玩家是否明白自己做了哪些行为(游戏邦注:或游戏中哪些东西起作用)才使得这种变化发生?

ravenwood fair(from insidesocialgames.com)

ravenwood fair(from insidesocialgames.com)

9、感觉他们能够对游戏产生影响。某事通过他们的直接行动而发生。如果你没有行动,这件事情就不会发生。比如,假使你不栽种作物,就不会获得果实。

10、立即明白游戏的用户界面。如果你的用户界面需要解释才能让玩家明白,那你就需要将其重新制作。

11、在玩游戏之前便已有心智模型知道如何运转。我知道农场、夜总会、面包房和餐厅是如何运转的,虽然了解的并不多。你需要在游戏中教玩家的东西越少,游戏就越好。最好这些信息是他们在接触游戏前就已经知道。

12、对发表的动态信息感觉良好。要让玩家相信他们发表的内容对他们以及好友有所帮助。

13、在某段游戏进程的最后阶段感觉良好。这就是约定式游戏,人们希望在阶段结束时感到这个阶段处理得很完美。也就是说,让他们完成阶段性工作或在阶段结束时效果达到最优化。如果玩家带着不圆满的想法结束某个阶段,他们会觉得这样很不满意,回到游戏中的可能性也就大大减少了。

14、清楚理解每日需要做的事情。我每天回到游戏中需要做些什么?我能否知道自己是否已经完成了每天需要做的事情?我如何才能知道自己每天需要做哪些事情?

15、游戏应该提醒玩家他们需要做的事情。这些玩家可能每次玩游戏的时间只有几分钟,而且可能同时玩好多社交游戏。他们需要有人提醒自己需要做哪些事情才能在游戏中取得进展。游戏应时常提醒玩家的目标,或设计某些提示人物等。

16、如果你设计玩家可能因某些行为遭受损失,他们会更容易理解其中的缘由而且谨记如何避免此类损失(游戏邦注:比如约定机制,玩家在一段时间内返回游戏可以获得某些东西,过期后便无法再获得)。

17、玩家需要知道游戏进展的方向,可以用小贴士、任务、弹窗等提示。(本文为游戏邦/gamerboom.com编译,如需转载请联系:游戏邦

Some forming social game theories

Brenda Brathwaite

I started this on twitter, but moved it here. Feel free to add to this list, disagree or discuss. Thanks.

The player should:

Return to the game to good news (game progress, new content, visits from friends, mail, gifts).

Return to the game with a problem to solve (wilted crops, empty supplies, shifts to start).

Have short-term problems to solve (in a session) and long-term problems to solve (multiple sessions). Longer term problems/desires may be aspirational goals, collections or quests to complete.

Always be able to make progress on longer-term goals and complete short-term goals.

Always know precisely what they need to do to solve all problems in the game. These things should never be nested or “discoverable” if you’re clever. That’s not to say that there shouldn’t be discoverable things and surprises. There should be (Pocket God comes to mind). However, the player shouldn’t be confronted with a problem that has no obvious solution – that equals a block and goodbye.

Always have an aspirational goal on every screen, if possible (something they want – item/action gated by $, lvl, quest progress), and a clear understanding of what they need to do to reach it.

Have genuine motivation tied into the core of the game which makes them want those aspirational goals (if I get X, it will help me do Y faster or will earn me more $)

Be rewarded for every single click either visually, through XP, coins or some other measure of progress.

Clearly understand how and why every change state in the game occurs. If an NPC suddenly becomes happy, why did that happen? Is it visually obvious? Is the transition from normal state to happy state clear? Is it rewarding? Does the player know what they did (or something in the game did) to make that happen?

Feel like they have agency in the game. Through their direct action, something happens. Without them, it doesn’t happen. If you never plant crops, you never get results.

Understand your UI instantly. If you need to explain it, you need to redo it.

Have a pre-existing mental model of the game before they even play it. I know how a farm, a nightclub, a bakery and a restaurant run, at least at an abstract level. The less you need to teach people about the game, the better. This information should be pre-grokked before they even enter the game.

Feel good about posting something in their feed. They believe what they’re posting will help them and help their friends playing the game, too.

Have a “feel good” endgame state for a session. This is appointment gaming, and people want to feel like they’ve tidied up this session before moving on to the next. That means that they can finish or, in some cases, optimize until it’s not really optimum to continue anymore. If they leave feeling like the game didn’t really let them leave (because there was always something new to do), they leave in a sub-optimal and unsatisfied state and thus are less likely to return.

Have clear dailies including friend grind, playspace grind and bonus progression, if applicable. What do I do everyday when I come back to the game? Do I know that I have finished what I needed to do? How do I know that I need to do it (and no, your last play session isn’t enough).

Be reminded of what they need to do. They’re playing for 2, 5 or 10 mins at a time, and are possibly playing dozens of social games simultaneously. They need visual reminders of what they need to do to progress play in your game. Give them explicit and constantly visible goals, badges, or visual reminders of some kind.

Additions:

If you nerf their playstate or playfield, the player better understand why and feel like they could have prevented it (keeping their appointment, getting an item by x time or it expires, etc).

Players want direction. Give it to them everywhere: tool tips, quests, pop ups, etc. (Source: Applied Game Design)


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