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成就感并不只是成就型玩家的追求

发布时间:2013-08-13 10:43:57 Tags:,,,,

作者:Andrzej Marczewski

成就是一个具有多种潜在含义(游戏邦注:特别是在游戏化中)的单词,可能会造成巨大的混乱。在游戏化中,它通常与点数和徽章之类的内容相联系。在如今的电子游戏中也是如此(如Xbox成就和PlayStation的奖杯)。

我们可以在游戏化和电子游戏中将人们归为成就者。但是这么做却会让我们觉得只有这类型的用户才会真正体验成就。

这么做当然是不正确的,但是在一开始却是可理解的。所以到底什么是成就,我们又该如何体验它。基本上来看,成就便是付出某些努力而成功做出某些事的结果。但并不是说它就具有难度。

让我们着眼于我的四种基本用户类型,并探索他们是如何体验成就。

achievers(from blogspot)

achievers(from blogspot)

我们可以从最简单的成就者开始。对于这类型玩家来说,成就需要付出努力和技能,他们可以去寻找一些障碍并克服它们。对于有些人来说这也许是解谜,但是对于其他人来说这可能是学习一种语言。关键在于他们是基于何种方式去完善自己。让我们以“魔方”为例。在此他们所获得的成就应该是旋出一面同种颜色的砖块。这时候,他们便精通了技能的新级别。而当他们完成了所有颜色的组合时,便算掌握了这一游戏技能。但是这还不算结束。接下来他们也许会开始挑战完成组合的速度,甚至是闭上眼睛重新挑战。每一个技能的新级别都是一种成就,当他们克服了这一个个障碍时,他们便会依次获得成就感。

自由精灵并未致力于克服像成就者那般明显的障碍,他们只是为了不受干扰而解决问题。他们将从发现和创造中获得成就感。他们想要找到开发者遗留在系统中的“复活节彩蛋”。他们想要创造出最复杂的自我表达形式。这些行动都能带给他们一种成就感。解决谜题并克服外部障碍只是达到目的的手段,即帮助他们发现并创造新事物。他们也仍会想办法克服障碍,但却是他们自己设定的而不是系统本身。想想美术人员。他们的面前摆的便是一个空白的画布。他们无需在上面画画,没有任何规则要求他们这么做。他们只需要自己决定该做什么便可。当他们对自己的创造感到满意时,他们便会获得成就感。

这些用户类型都可以称为Fiero。这是意大利语中的一个单词,用于描述个人的胜利,即通过巨大努力而获取有意义的内容。这时候,你便在胜利一方举起了双手。当最后获得某些成功时你便会高喊“Yes”!这就像在花了6个月时间终于突破《俄罗斯方块》的最高分,或完成自己最新的杰作所拥有的感受。真正的Fiero并不是大多数会真正经历每一天的人。

慈善家体验成就的方法与其他用户类型也不同。对于他们来说,这是关于提供知识或帮助给其他人而推动着他们有所成。当他们知道自己对于别人的成功有所贡献时,他们便会获得满满的喜悦,满足和自豪。在意第绪语中,有一个单词便能描绘类似的这种感受,即Naches。关于这一单词的真正定义是对于自己孩子的成就感到骄傲。随着事件的发展,这一词也开始用于描述帮助别人获得成就后的骄傲感。可以说慈善家的成就感是源于提供给Fiero帮助而实现目标。

而关于社交家,他们的主要目标是创造关系并维持关系。他们并不想克服成就者所面对的外部障碍,他们也不想获得自由精灵所创造的个人目标。他们亦不想帮助其他人获得任何成就。对于社交家来说,成就是关于交到新朋友或与老朋友进行高质量的交谈。他们希望清楚地感到自己是社区中的一部分,并且该社区能够重视自己以及付出。当他们感到自己被接受时,他们便会获得成就感。

就像你所看到的,每个人都会基于不同的方式和理由去体验成就感。而设计师也必须清楚每种用户类型也会经历不同类型的成就,只是基于不同程度。如果别人能够帮助自己获得一些新事物,成就者也会感到骄傲。就像如果有个人属于自由精灵,他们也不一定就讨厌交朋友。

你可以创造一个简化系统去支持更多类型,但是如果时间和预算都有限的话,你至少需要确保能够支持那些你需要且想要支持的用户类型。

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

Achievement – Not Just for Achievers!

by Andrzej Marczewski

Achievement is a word that, in gamification especially, has several potential meanings and can cause significant confusion. In gamification, it is often associated with things like points and badges. The same can be said for video games these days (think Xbox achievements and Playstation trophies).

To confuse things more, people can be categorised in gamification and video games (using my user types or Bartle’s player types) as achievers. This makes it look a little like only one type of user will actually experience achievement.

This is of course totally incorrect, but understandable at first look. So, what is achievement really and how do we experience it. At its most basic, achievement is the result of doing something successfully that required some level of effort. That is not to say that it has to be difficult#

Let’s look at my four basic user types and explore how they may experience achievement.

Achievers are the easiest to start with. For them an achievement takes effort and skill, they are deliberately seeking obstacles to overcome. For some that may be puzzle solving, for others it may be learning a language. The key is that they are looking to improve themselves in some way and reach mastery. Take a Rubik’s cube. The first achievement for them may be getting one face of the cube complete. At this point, they have mastered a new level of skill.  The point where they achieve mastery would be when they can complete the cube.  However, that may not be the end. Next, they might start working on the speed with which they can finish the cube, and then blindfolded and so on.  Each new level of skill is an achievement, it is a new obstacle that has been overcome and they will get a sense of achievement for each.

Free Spirits are not looking to overcome obvious obstacles like an achiever is, solving a puzzle just for the sake of solving a puzzle is not going to do much for them. They get their sense of achievement from discovery and creation. They want to find the Easter eggs left in a system by a developer with a sense of humour. They want to be the ones to create the most elaborate forms of self expression. These are the sorts of things that will give them a sense of achievement. Solving puzzles and overcoming externally defined obstacles are just a means to an end to allow them to discover and create new things. They are still overcoming obstacles, but they are set by themselves rather than by the system itself. Think of an artist. They have a blank canvas in front of them. There is no need for them to put paint on it, there is no rule saying they have to.  They decide to do it and they decide what they want to do with it. When they are happy with what they have created, they will experience that sense of achievement.

Both of these user types could be said to experience Fiero. This is an Italian word to describe personal triumph (XeoDesign Why We Play Games), achieving something that took great effort and was meaningful to you. This is the moment that you throw your hands up in victory. It is your shout of “Yes” when you finally achieve something. It’s the feeling of beating the highest score in Tetris after 6 months of dedicated play, or finishing your latest masterpiece.  True Fiero is not something most would experience every day!

Philanthropists experience achievement in a different way to the other user types. For them it is about enabling other people to achieve by passing on knowledge or help. They experience joy, satisfaction and pride at knowing they have contributed to another’s success. In Yiddish there is a word to describe a similar feeling, Naches. The true definition of this is pride in the achievements of your children. Over time this has begun to be used to mean taking pride in the achievements of others whom you have helped. You could say that philanthropists greatest sense of achievement would be the feeling naches  they get when someone else experiences fiero because of help or teaching they had from the philanthropist.

With Socialisers, the main goal for them is  to create relationships and maintain relationships. They are not trying to overcome external obstacles like an achiever and they are not trying to achieve personally created goals like a free spirit. They are also not trying to help others achieve anything. For them, achievement comes in the form of a new friend or a quality conversation with an old friend. It is feeling that they are part of a community that values them and their input. When they feel accepted, they feel achievement.

As you can see, everyone experiences achievement; they just may experience it in different ways and for different reasons.  It is really important to understand that every user type can experience every type of achievement, it is just in varying degrees.  An achiever can still feel a sense of pride if someone they helped achieves something new. Just because someone is a free spirit type generally, don’t think they won’t like making friends.

Create gamified systems that support as many types as you can, but if you are limited in time and budget at least make sure you support the most important user type to your needs and you support them extremely well.(source:gamasutra)


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