举例：《City of Wonder》——和传统游戏《文明》一样，《City of Wonder》的发展脉络是沿科技进步路线，将玩家从石器时代带入现代社会。这些众所周知的探索和创新时代给当前玩家选择和期望提供背景，而玩家同时又能叙述自己的城市故事。
Solve Player Retention with the Oldest Trick in the Book
By Brian Poel
Casual freemium games utilize a variety of game design techniques to encourage free-to-players to stick around and spend money. While many are gamey artifacts of the medium, there’s nothing more old-school and non-techy than good old storytelling. As the original form of entertainment, stories tap into a primal psychological way for human beings to relate to each other and to the world around them. In games, stories provide powerful motivation to keep playing, and therefore the greatest potential for creating long term stickiness and heartfelt virality.
Day 1 Retention
With freemium games, the absolutely most important monetization metric is new player retention. You can’t monetize a player who walks through the front door on day one and walks right out again. This puts enormous pressure on the tutorial (your game has a tutorial, right? good!). So how do you make your tutorial both informational and entertaining? Package it inside a story!
Yes, many games use a string of quests to give players simple tasks to accomplish, introducing them to various aspects of gameplay. How dry! Give some context, some meaning, something to attach the quests together: give them a story.
Learn from the Past
If a story is the fundamental structure to capture your players — the 3 act story is the most basic set of building blocks for that structure. There’s a reason that the 3 act play has been used all these centuries — it just plain works.
The classic definition (according to Wikipedia) is: setup, confrontation, resolution. One way to read that in a casual game context is: set up the quest when you give it out, the player then confronts the quest tasks and completes them, and finally you resolve the rewards of the quest.
That kinda boils down all the steps into the one step of the quest itself, but you can get a little fancier than that: build your story arc with 3 separate quests. Have the first quest set up the ground-work and context, throw in a story complication for the second quest, then have the third quest tie it all up and create the final resolution of the initial story promise.
Keep your Players Invested
If Day 1 Retention is your first priority, Day 7 Retention is the next priority after that. So how do you bridge the gap from initial curiosity to player investment? Convert your player’s investment into character investment! Give some personality to your game by introducing a story arc for the characters in the game (you do have a cast of characters in your game, right? good!).
Your primary character could be the narrator who guided them through the tutorial — but don’t stop there! Introduce a parade of secondary characters, each with their own story and their own quests. These characters should have an emotional investment in seeing their quests accomplished successfully, something that only the player can do for them.
Example: Frontierville — the characters of Hank, Fanny and Bess were all introduced after the start of the game, each with their own quest lines. Just in time for Valentines Day, players get to decide which of these characters will fall in love. Wow! That gives players the power to make a real difference in the ongoing story of their own frontier town.
To really hook players for the long haul, you need more than a smattering of short term quests. You need a long term narrative arc that stretches out into the horizon, something to strive for, something to build towards. This way, even while they are completing individual quests and the sense of accomplishment that brings, players know that these are stepping stones to some larger story that they are participating in.
Example: City of Wonder – Like the classic game Civilization, progress though City of Wonder is guided by a technology tree taking players from the Stone Age to the Modern Age. These easily understood ages of discovery and innovation give context to current player choices and a sense of anticipation for what comes next while the player tells the story of their city.
Make Friends Matter
Retention is certainly important, but we all know that virality, and the accompanying savings on customer acquisition, is what’s going to really make your game population grow. How do you get players to not only invite their friends but really care whether their friends are actively playing? Yeah, you guessed it: story.
Find ways to incorporate friends into the quest narratives in meaningful ways — more than just clicking to send Item X, a player’s friends should feel like part of the story when they help out. A player should be able to look back at the story as it has unfolded and see the footprints from where their friends got involved.
Example: CityVille — In order to complete some buildings, you need X number of separate Friends to help out. Rather than simply showing a growing # towards the goal, each Friend is assigned a named position in the building, in an implied hierarchy of importance based on how soon they helped out. This adds a story layer on top of an otherwise typical “collect X” quest.
Missed Opportunity: After the building is complete, all record of these staff assignments is lost.
Go Forth and Tell Good Stories
The power of a good story is something that we see around us every day — in the news that we hear about, the blogs we read, the movies and tv shows we watch. Stories are how we explain and understand the world around us and our relationship with it. Use that in your games and you’ll transform them from a series of dry and repetitive tasks into something meaningful and worth sharing.（Source：plotluckgames）