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开发Facebook游戏需回避的6大糟糕设计

发布时间:2012-03-29 18:07:00 Tags:,,,

作者:MrPetovan

通过近几年的发展,Facebook已经成为一大成功的社交游戏平台了。如果说最初发行于该平台上的那些质量低劣的游戏可以用其理念还不成熟为借口,但是现在却不再奏效了。所以如果你不希望创造出本年度最糟糕的Facebook游戏,你就必须想办法避开以下设计:

1.不管其它邮件设置而随意向用户发送邮件

主要是指更具有干扰性的邮件。当用户允许你的游戏应用获取自己在Facebook上的全部资料,让你刊登内容并向其发送电子邮件时,这时候你当然有必要先发送一封欢迎邮件。你若想让游戏更令人不悦,还可以发送各种游戏内部请求或者各种能够帮助玩家进行游戏的内容,尤其是当游戏内部已经建立了明确的信息系统或健全的教程机制的时候。

同样重要的是,你可以让玩家难以退出电子邮件。通过要求使用正式的身份认证或者只允许玩家一次只能选择退出一封电子邮件。如此你便掌握了这一设置的“要领”。

facebook_spam(from techbu.com)

facebook_spam(from techbu.com)

2.低估玩家智商,将其视为5岁小孩

如果你是专门针对于5岁儿童而制作游戏(游戏邦注:但Facebook平台尚不允许未满13岁的儿童使用其社交网络服务),你便可以略过这一点。如果你的游戏充满各种恋童癖情节,你便很容易创造出一款糟糕的游戏。

如果你仍然着迷于这一点,你应该想办法束缚新玩家发现事物的自由。设置尽可能多且极具干扰性的欢迎屏幕,提供较长且不能略过的教程,并让这些内容频繁或随机出现于玩家面前。如果你可以提供一些无意义的暗示那就更有效了。基本上来看,你只要尽可能使用各种剥夺玩家自己发现乐趣的机制便可。

3.限制玩家操作

既然我们已经最大限度地表现出侵略性了,我们便可以继续讨论下一个主题了:尽可能剥夺游戏乐趣或至少将游戏乐趣降低到最低值,并且还不允许玩家“删除应用”。限制玩家在游戏中的自由便是一个很好的开始。简单的行动点仪表还不够有效。你应该限定玩家在游戏中的行动点数。当玩家耗尽了自己的库存,游戏便会明确告诉他们可以通过使用现实金钱去购买更多行动点数。

你可以在一开始便提供给玩家足够的行动点数以帮助他们稳步前进,但是你同样需要明确行动点数的上限从而压制玩家行动。尽管游戏要求玩家在前进过程中用到越来越多行动点数,但是每一次的游戏时刻(等待过程)都会导致玩家所拥有的行动点数不断萎缩。

4.强迫玩家在涂鸦墙上发布无用内容

现在我们已经牢牢束缚住玩家了,让他们能够边看游戏内部提示或电子邮件内容而边等待下一个游戏时刻。但是这还不够。你还需要让他向所有的Facebook好友宣传游戏!但是我敢保证,如果你遵循之前的步骤,玩家肯定不会乖乖听话的,所以你需要想办法强迫他们这么做。你可以向他们介绍一些游戏道具,并要求只有他们能够让好友点击自己Facebook涂鸦墙上的游戏信息才能最终获得这些道具。

强迫玩家必须在好友(他们可能对游戏并不感兴趣)点击那些自己可能不会注意到的链接后才能继续游戏。

5.制作出运行缓慢或占用CPU的游戏

在谈论了各种游戏理念后,我们可以说说技术了。幸运的是从技术角度来看,你不难制造出一款糟糕的游戏。例如蹩脚的代码设置,繁杂的图像,糟糕的netcode等都会导致游戏运行和结果的延迟,如果你能让延迟时间越久那就越好了。雇佣一名工资较低的海外开发者帮你完成这些技术内容,这还能让你节约不少成本。

6.蹩脚广告

当你开始运营游戏,你便希望能够吸引更多新玩家。要不设计一些Facebook广告?只要你能够添加任何与游戏无关,让人感到厌烦并虚假的广告便可。

facebook game(from reactoweb)

facebook game(from reactoweb)

结论

如果遵循了这6点内容你的游戏还能够获得成功,那我就不晓得优秀的电子游戏到底为何物了。

游戏邦注:原文发表于2011年11月18日,所涉时间和数据均以当时为准。

本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

6 Ways of Making your Facebook Game Suck

by MrPetovan

Facebook has been a social game platform for a few years now. The lack of quality of the first few games to be released on this platform could easily be explained by the youth of the concept. But no more. So here’s a few useful guidelines if you still want to make your Facebook web-browser game suck in 2011.

1. Send e-mails, for everything, regardless of other mail settings

The key concept here is to be as intrusive as possible. After the user has allowed your game application to get his complete file on Facebook, given the right to post stories on his behalf and sending him e-mail, you definitely should abuse this right by sending a first welcome mail. After that, sending various mails based on game requests or even to help playing is totally legit, especially if there already is an in-game message system and a full-featured tutorial (more on that below).

Last but not least, make it difficult to opt-out from those e-mails. Either by requesting formal identification, or by allowing opting out of only one e-mail type at a time. That’s right, you got the spirit.

2. Treat your players as five-year old childs

You can skip this part if you’re really making social Facebook games for 5-year old, which aren’t allowed to register on Facebook anyway. So your game must be full of pedophiles, which is a very convenient way of making your game suck.

If you’re still with me on this one, I would advise you to give newcomers to your game absolutely no liberty to discover it by themselves. Make welcome screens numerous and intrusive, put up a long non-skippable tutorial, and make help screens appear frequently and randomly. If you can point to useless hints, it’s even more better. Basically any way or depriving the player of the joy of discovery is acceptable.

3. Limit the player’s actions

Now that we pushed the intrusive button to 11, we can move on to the next topic : striping away the fun of the game or at least reducing it to a minimum for the players that did not click the “Remove App” yet. A good start should be to limit player’s freedom inside the game. A simple action point meter does the trick very well. Give the player an arbitrary amount of action points they need to spend to perform any action in the game. Once the stock is depleted, make it very clear that they could buy more action points for real money.

Ok, maybe at the start of the game the action point amount is sufficient to progress steadily, but you can always make sure that this will come to an end by keeping the maximum amount fixed throughout the game. As it requires more and more actions to progress, the outcome of each game session (between the waiting period) will gradually shrink to a near-zero.

4. Force users to post useless crap on their Wall to progress in the game

Now we have our player hooked in the game, waiting eargerly for his next game session while reading in-game tips and/or e-mail you sent to him. But that’s not enough. He should tell about your game to all his Facebook friends ! But I’m pretty sure that if you followed carefully the previous steps, he won’t do it on his own. So we have to force it, right ? Introducing in-game required gizmos that you can’t get without a friend clicking on a Facebook story on you Wall is just the perfect way to achieve it.

Blocking the player’s progress by making him wait that people that don’t care about the game click on a link that they sometimes never see, that’s brilliant. But we can do better.

5. Make the game heavy, laggy and/or CPU-intensive

Enough of the game concepts, we can now speak about the technical topic. Fortunately in this field it’s not difficult to achieve your primary goal which is, if I may remind you, to make your game suck. Obscure technologies available only on Windows (better, on Internet Explorer), crappy coding, over-detailed graphics, poor netcode leading to delays between actions and consequences, the more you can do is the better. Simply hire a low-wage foreign developer for your game and you probably won’t have to worry about this point, and you’ll even save money !

6. Crappy ads

Once you have your game up and running, you may want to attract new players. What better to design some Facebook ads ? Here’s some good samples you can base your ideas on. Anything that is only remotely connected to your game, blatantly false or disappointing once in the game is suitable.

Conclusion

If your game still has some kind of success after following closely those guidelines, I really don’t know what a good video game is anymore. Or do I ?(source:reactoweb)


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