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观察者总结社交游戏的十大设计原则

发布时间:2011-05-13 18:09:54 Tags:,,,

社交游戏巧妙地将社交网络的活跃性与人们对游戏的痴迷相结合起来,例如《Mafia Wars》和《Farmville》。

社交创新游戏则将社交游戏机制运用于社会创新,例如Urgent Evoke,Get Up和Move。

以下社交游戏设计的十项原则(游戏邦:这是观察者通过《Mafia Wars》和Urgent Evoke总结出来的经验)。

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1.社会认同:注册新用户,并鼓励现有用户通过展示活跃的朋友,或朋友的朋友列表来进行更多的参与。

2.小步骤阶段:设计“时间短,但经常”使用的游戏,以便时间较少或无法集中精力的用户可以定期参与。

3.统计:展示每一个预期的用户行为的动态统计资料,并赋予其货币元素。

4.地位:为预期的用户行为提供分值奖励,使其转化成用户可炫耀的资本。

5.共享:共享设计可以提示用户在每一个步骤中,与好友分享自己的活动或成就。

6.社会资本:“给予”的设计可以让用户为他们的朋友提供一系列的帮助。

7.惊喜:设计需要捕捉用户的好奇心,创造意想不到的惊喜时刻。

8.道具:激励用户收集文物和成套的道具。

9.集合:使用户可以通过RSS源和窗口小部件导出他们的活动流。

10.单人游戏模式:为还未建立一个游戏好友网络的新玩家提供活动建议清单

希望以上十项设计建议有助于各位开发能够改变世界的新型社交游戏。(游戏邦注:本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

How to Design Social Innovation Games?

Social games blend the virality of social networks with the addictiveness of games. Examples are Mafia Wars and Farmville.

Social innovation games use social games for social innovation. Examples are Urgent Evoke and Get Up and Move.

Here are the ten principles of social game design that I am seeing in social games from Mafia Wars to Urgent Evoke –

1. Social Proof: Sign up new users and encourage existing users to participate more by showcasing active friends and friends-of-friends.

2. Small-Step Stages: Design for ‘short, but often’ use so that time-poor or attention-poor users can participate regularly.

3. Statistics: Show dynamics stats for each desired user behavior to add an element of currency to it.

4. Status: Reward desired user behavior with points that add up to visible reward levels that the users can show-off.

5. Sharing: Design for sharing so that users are prompted to broadcast or narrow-cast their activity stream to their friends at each step.

6. Social Capital: Design for “giving” so that users can do a series of favors for their friends.

7. Surprise: Design to capture the curiosity of users and create unexpected moments of delight.

8. Sets: Design to motivate users to collect artifacts and complete sets.

9. Syndication: Enable users to export their activity streams using RSS feeds and widgets.

10. Single-Player Mode: Suggest a list of activities for new players who haven’t yet built an in-game friend network.

I am interested in using these principles to design social innovation games that can change the world.(source: socialinnovationgames


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