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David Bishop:社交化特征将会被贯彻到未来每一款游戏中

发布时间:2010-07-14 02:51:14 Tags:,,

David Bishop是PopCap的高级设计师,他在英国布莱顿举行的开发者大会上表示今后社交化特征将会被贯彻到未来的每一款游戏中,并且可能在未来的6到12个月之内就能够实现。

早先4月份PopCap首席执行官John Vechey在接受MTV的访谈中就谈到了该公司在今年内将会推出facebook版社交游戏。

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开发facebook版社交游戏对于PopCap来讲就意味着在游戏设计上需要做出更多的改进,David Bishop认为更为重要的是做好公司内部对游戏追求完美的倾向。David Bishop表示Bejeweled Blitz的匆忙上阵多表现出来的不完善就是对游戏的一个致命的错误。这是一个很严肃的经验教训。(我看国内有些游戏还没测试完成就上线到人人上面了,玩家体验估计和这个一样相当差劲。)

PopCap Senior Designer David Bishop said today that the company is “looking to add social features to all our existing games going forward.”

Speaking at the Develop Conference in Brighton, Bishop wouldn’t elaborate on what kind of social features we could expect to see or which existing games might get the social treatment first, but he did mention sending cross-platform taunts and challenges in Peggle as a hypothetical example. When questioned, Bishop said we could expect to see these features rolling out in the next six to 12 months.

During the talk, Bishop also mentioned the company was working on some original social games in addition to the adaptations of existing franchises. The statements seem to lend support to an April MTV Multiplayer interview where PopCap CEO John Vechey admitted that one or two of PopCap’s franchises would be coming to Facebook by the end of the year.

PopCap’s increased focus on social gaming comes in the wake of the company’s immense success with Facebook’s Bejeweled Blitz. The game has attracted 10 million monthly users and 3 million daily users since launching in late 2008, but achieving that success wasn’t without its pitfalls, as Bishop outlined in his talk today.

Developing for Facebook required some severe changes in PopCap’s development process, Bishop said, not least of which tamping down the company’s perfectionist tendencies. So, while PopCap spent three entire years tinkering with Plants vs. Zombies before its eventual release (including one entire year devoted exclusively to mini-games!), with Bejeweled Blitz they had to adopt a new attitude of “it’s good enough” and launch an incomplete product that would be tweaked after launch.

Bishop laid out a host of other lessons learned in PopCap’s first social gaming outing, in areas ranging from server scalability and cross-platform balancing to community building and customer support for millions of daily players. Bishop also said it was hard for a “how-does-it-feel company” like PopCap to become an analytics company in interpreting the mountains of player metrics delivered by the Facebook game. While the company still focuses on features it thinks will be fun, Bishop said “it doesn’t end there these days,” because they also have to look at whether the users are also enjoying those features.


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