游戏邦在:
杂志专栏:
gamerboom.com订阅到鲜果订阅到抓虾google reader订阅到有道订阅到QQ邮箱订阅到帮看

Haden Blackman谈游戏制作的10点注意事项

发布时间:2012-07-26 17:19:46 Tags:,,

作者:Jon Jordan

Casual Connect的头天会议以Kabam总经理Haden Blackman的讲话结尾。

blackman from gamernode.com

blackman from gamernode.com

他谈论的是,游戏作为服务,有10点事项需要注意:

* 不能只着眼于玩法。创收和核心玩法一样重要。这包含众多微妙元素。

* 不要将创收循环和玩法混淆。你需要创建稳固玩法,创新也越来越重要。

* 不要忘记“早先”作品。6个月或36个月之后,玩家在做些什么?你多半无法通过内容维持游戏增长势头,应该考虑PVP之类的社交互动元素。

* 不要制作过多内容。仔细推敲核心功能。绘制大蒜瓣,不要试图描绘洋葱的层次。推出游戏,然后逐步完善。

* 组建合理团队。你需要混合各种背景和技能组合——创收设计和优化人员,用户体验设计人员,专门营销人员及技术专家等(游戏邦注:他们需要组建成一个团队)。

* 认识到发行游戏是比较容易的部分。预发行阶段也许占据20%的工作量。每周或日常更新也非常必要,还有你需要进行推广、促销及举行比赛和游戏内部活动。这会提高活跃度和创收水平。

* 不要因速度牺牲稳定性。你可以发布核心玩法,但不可以推出充满漏洞的破碎游戏。

* 你需要优化计划。你需要追踪所有内容,你需要在游戏上线前思考这些内容将给游戏带来什么变化。

* 不要植入病毒式传播功能;而是创造真正的传播性。目前,我们采用简单工具,因为我们旨在促使用户向好友发送垃圾邮件。我们需要培养能够自觉积极推广游戏的“福音传教士”。

* 不要忘记传统游戏的经典举措。有些经验依然具有关联性,尤其是在游戏制作方面。(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

Casual Connect 2012: Kabam’s Haden Blackman on 10 things to avoid when making games as a service

by Jon Jordan

Finishing up the first day of Casual Connect was Haden Blackman, Kabam’s GM.

He was talking about Games as a service: 10 things to avoid

* You can’t just focus on gameplay. Monetisation is as important as core gameplay. There are lots of subtleties.

* Don’t confuse monetisation loops with gameplay. You have to have strong gameplay and innovation is increasingly important.

* Don’t forget your ‘Elder’ (or longterm) game. What will your players be doing after six months, after 36 months.? You probably can’t sustain do it through content. Think about social interactions such as PVP.

* Don’t build more than you require to launch. Really hone your core features. Create cloves of garlic, don’t try to layer an onion. Get the game out there and let it evolve.

* Assemble the right team. You need a mix of backgrounds and a mix of skills – monetisation design and optimisation, user experience design, dedicated marketing, technical experts etc etc. And they need to be a team.

* Realise launching a game is the easy part. Pre-launch is maybe 20 percent of the work. Weekly or daily updates are required, plus you need promotions, sales, tournaments and in-game events. This drives activity and monetisation.

* Don’t trade stability for speed. You might be working releasing core gameplay, but you can’t release buggy, broken games.

* You need an optimisation plan. You need to track everything and you need to think how this will change the game when it’s live before you put the game live.

* Don’t have virality; have true vitality. At the moment, we’re using blunt instruments because we’re forcing people to spam their friends. We need to develop evangelists who are actively promoting your game without you telling them to do so.

* Don’t forget the best practises from traditional gaming. Some of those lessons are still relevant, especially on the game production side.(Source:pocketgamer


上一篇:

下一篇: