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从用户的欲望和游戏沉浸角度谈设计倾向

发布时间:2015-08-04 15:07:34 Tags:,,,,

作者:Jero Juujarvi

今天我们将讨论一些较为敏感的话题,你们可能会因为各自的信仰,不安全感或害怕心理而因此生气。

我们都知道大多数人都不擅长爱,也不能理解或完全表达自己的欲望。因为这是我们的世界中最值得开发的内容之一,所以你应该关心这一问题。我们的欲望总是能够点燃我们的兴趣,个性,激情和意志力等等。我们的欲望是非常强大的引擎,所以对于那些想要提高自己生活水平的人来说,我会建议你们先掌握自己的欲望。

但在此之前让我们先专注于本文的内容。我们该如何在游戏设计中利用人类的欲望呢?人类的欲望具有非常强大的力量,所以作为游戏设计师的我们能够通过让用户在游戏中表达自己的欲望而为他们创造出非常吸引人且有趣的体验。这也能够用于实现我们在特定游戏中所作出的承诺。

游戏中的叙述可能性

narrative(from gamasutra)

narrative(from gamasutra)

你是否知道第一部《蜘蛛侠》中的玛丽·简·沃森?或者《哈利波特》中的赫敏?男人总是很容易透过大银幕就爱上这些女人。

或者你是否知道汤姆·克鲁斯和布拉德·皮特?女人也总是很容易透过大银幕就爱上这些男人。

如果你仔细考虑一部电影通过直接交流(观众观看视频)所创造的吸引力强度,你也可以思考游戏如何利用其自身的两大直接交流(游戏与用户之间)以及玩家与类似人类的角色间的互动可能性去创造吸引力。我们在创造让人们感受到乐趣与爱的内容的可能性是无穷大的!

叙述元素和故事线本身便是我们能够用于鼓励用户更深入地沉浸于游戏中的强大工具。为游戏创造非常用心的叙述和故事能够让用户自动略过游戏的一些小缺陷。你已经创造了一些并不需要游戏功能输入更多内容的粘性元素,即用户将独自遵循故事的发展。

在手机上,创造并传达带有强大叙述的游戏更加困难,因为休闲用户并不想要阅读冗长的文本内容,他们更希望看到一些图像和卡通,或者一些不需要耗费脑力的内容。

叙述内容总是要求将用户与游戏世界捆绑在一起并通过将用户变成故事传奇中的一份子而让他们沉浸于其中(为什么说是传奇?因为男人们总是希望感受到英雄主义)。我们可以通过引进交流功能而强化这一过程。这不能只是作为一种直接的交流方式,即用户轻敲键盘便能看到一些气泡对话框,而是应该成为用户变成故事中的一份子并且感受到自己能够决定游戏之后的发展的方式。

《质量效应》,《龙腾世纪》和《上古卷轴》都是一些能够提供这类型功能的游戏,这些游戏都为用户创造了非常有效的用户粘性和吸引力。让我们进一步讨论该如何在人类的欲望中使用这种交流元素以推动游戏的用户粘性,盈利以及整体的成功。

人类的欲望

人类的欲望是一个你需要花费无数时间去描述的话题。

我们的欲望便是我们强烈的本能。人们会在生活中花费无数时间去追求欲望的满足感与成就感。这包括找到一个终身伴侣,寻欢作乐,获得友谊,拥有归属感或拥有一个可依赖的群组。

现在想象如果我们能够为人类提供这些解决方法的话会怎样。如果我们能够创造一个让人类能够追求归属感或爱的世界的话会怎样。我并不是说创造色情游戏或AI女友。我所指的是创造让用户能够在一定程度上表达自己的欲望需求的叙述游戏。

想象如果我们能够创造一款面向男性用户且拥有可爱的女性角色的游戏以及面向女性用户且拥有英俊的男性角色的游戏,并提供给用户与这些角色聊天,调情的情节的话会怎样。

我们可以提供给用户一种泰式酒吧类型的体验。我们会让用户感受到爱与满足感,让他们觉得自己对于虚拟角色来说是重要且特别的。当事情向前发展时,我们可以将用户与AI角色维系在一起从而进一步推动故事的发展。我们的最终目标是让用户沉浸其中并对虚拟角色做出承诺。爱毕竟是件有趣的事,不对吗?

诱惑的艺术

love(from gamasutra)

love(from gamasutra)

对于我们所有人来说都是如此。我们想要成为理想伴侣心中最优秀的男人/女人。我们想要得到别人的更多关注,爱和注意。这种需求是所有能够表达欲望的人都具有的,所以这也是为何我们一直致力于创造游戏内部角色间的关系去诱惑用户的原因。我们可以让角色鼓励用户回到游戏中。当用户面对难关时不断给予鼓励并作出贡献,同时还能推动用户与角色之间的有效沟通。

当你正在设计各种方式去诱惑用户时,你需要找到能够创造各种剧情的方法。关于剧情,我指的是面向用户创造积极和消极的情感影响。我并不是指较糟糕的用户体验,而是创造能够与AI角色功能相联系,且具有挑战性,较低奖励性和较高奖励性的时刻。我们的目标在于用户必须经历各种情感包袱,并且与角色间的联系不断加深。

你应该努力创造用户与角色之间的关系,让用户成为这一关系的影响者。而角色则是管理员,他们将不断尝试着让用户更享受自己的成功并去尝试一些更大的挑战。

使用过度理想化的浪漫主义去强化诱惑(游戏邦注:当前的浪漫主义便是过度理想化)。为什么?因为这是世界上大多数男人和女人的人生哲学。这一哲学让人们愿意为此投入更多努力,即将其当成自己的职责(如付晚饭钱,为女性开门,表现得像一名绅士等等)。这种职责感是非常强大的,因为他们觉得自己已经投入了许多努力并且也经历了许多苦难,所以他们理应得到来自异性的赞扬与好感作为奖励。

在设计角色时,梦幻感是非常重要的元素。为用户创造一个具有男子气概或女性的温柔的角色是非常重要的,因为用户总是希望理想搭档具有显著的性别特征。男性和女性特质对于异性来说非常具有吸引力,这也是你的诱惑设计环节中需要着重注意的内容。

爱与承诺的威力

问问马基雅弗利(游戏邦注:意大利新兴资产阶级思想政治家,历史学家),问问用户,问问唐璜(西班牙传说人物)。每个人肯定都想从其他人那里得到爱。这并不仅限于一个人,爱的力量仍然影响着不同性别的所有人,这也能够用于创造两个人之间的承诺。从根本上来看,所有人都想要得到爱并且希望能够找到理想伴侣,所以让我们想办法带给用户爱吧!

游戏中的强大设计是不断追踪用户的行为,重视它,改述它,并将其作为其他角色的回应传达回去。这在现实生活中是非常有效的做法,你可以在你所遇到的漂亮女孩或英俊男孩身上尝试,并且会发现他们瞬间眼睛一亮,因为他们会觉得自己遇到了有感觉的人。

想像以下情况:你与一个女性进行对话,你拥有三种选择:“白骑士般的回答”,“诱惑者般的回答”或“愚蠢的回答”。当用户做出了其中的一种选择,游戏便能够给予符合用户角色的回答,并创造用户与游戏角色间的关系。基于这种方法我们便能够“模仿”用户并让这两个爱人更紧密地维系在一起。

在创造了这种关系后,我们必须要求用户投入努力去吸引角色的注意。让我们想想现实生活中的关系。如果你是一个只知道睡觉,玩游戏,不出去工作,不知道什么是健康生活,只期望着女人为你打扫,做饭的男人,你以为还会有人愿意和你待在一起吗?长久下去你只会一直保持单身。你应该将用户设定为一个充满男性气概的角色(具有勇气和专业技能),并将角色设定为一个女性化的角色(性感且具有鼓励性),那么他们之间便能够发展成一种强大的关系。

也就是你应该想办法提起用户的兴趣并要求他们做出承诺。如果用户遵循任务,他便能够得到角色的关注作为奖励。

嫉妒和竞争

当我们拥有来自用户最初的关注和承诺时,我们便可以提供给他们过山车般的体验了!

就像我之前所提到的,关键在于为用户创造积极和消极的情感体验。而嫉妒便是一种强大的工具,即作为开发者的你能够控制游戏的所有可能性,所以你可以在适当的时候引进一些全新的内容。

假设用户是男性,并遇到了自己非常感兴趣的女性角色。现在让我们引进一些新角色到游戏中。新角色是一个男性AI,如此便设定了嫉妒与竞争元素。这一男性AI将开始掠夺女性角色对于用户的注意力。许多游戏都存在的问题是,用户是游戏角色的唯一选择,如果用户不断追求游戏中的角色,那么他就一定能够得到对方。不管游戏中发生了什么,都不存在竞争,所以用户所面临的唯一结果便是游戏角色喜欢他或讨厌他。

而如果我们能够引进全新元素到游戏中,如同样追求着女性角色的竞争者,我们便能够挖掘出用户更深层的想法并让他更加努力去吸引女性角色的注意。

例子:如果游戏是一款带有分数的骇客砍杀游戏,用户将不断与对立的AI竞争者相抗衡,而女性角色的青睐便是他们所获得的奖励。用户将努力过关斩将,但如果分数不足的话他便不可能得到心仪的女性角色的注意(可以从女性角色更多地与AI进行交谈与调情中做出判断)。

浪漫主义和Oneitism

我们都渴望能够拥有一个英俊或美丽的伴侣。这是一种美好的关系,任何一方在进家门的时候便会开心起来,爱与浪漫会弥漫于整个房间。这样的一对会忠诚地守护彼此,至死不渝。

我们的社会对于关系与爱似乎过度浪漫化了。而这也导致我们盲目地看待某些事情在彼此关系中所发挥的真正作用(游戏注:如在结婚时,我们会承诺彼此患难与共,相互扶持,但在今天的世界,当夫妻双方遇到问题时,他们往往不会一起解决问题,而是更愿意选择分道扬镳)。

这种被大多人奉为哲理的过度浪漫主义便是你的游戏设计可以利用的强大工具。作为开发者的我们可以使用这种方法在游戏中创造Oneitism。

“什么是Oneitism?”

简单来说,便是指人类幻想能够遇到一个可以陪自己走完一辈子的完美的人。这个人会无条件地关心你,爱护你。不管发生什么,他/她都会站在你身旁。

当我们在想办法诱惑用户时,我们应该不断创造这种用户心中的幻想角色。听起来很难吗?有趣的是我们只需要提供一个足够优秀的角色便可。就像之前所说的,因为人类已经将浪漫主义奉为真理了。他们很容易察觉到能够与自己完美匹配的对象,并觉得自己遇到了理想中的男孩/女孩。而Oneitism便是诱惑用户认为角色是自己完美对象的强大工具。

诱惑艺术的威力

诱惑是一种非常强大的设计。我建议你们能够谨慎使用这些方法,因为我们很容易基于非常极端的方式去利用人类的本性。

就像我之前所说的,诱惑艺术对于我们中的大多数人来说是一种非常敏感的话题,如果别人认为你恶意利用人们的欲望,你的公司和游戏的声誉便会快速倒塌。所以我建议你们能够万般谨慎地使用诱惑艺术,并投入更多努力以避免用户察觉到你的小伎俩。

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

Seduce your Players to Love the Game

by Jero Juujarvi

Hello,

Today, we are going to talk about something, a very sensitive topic that will anger some of you because of your philosophical beliefs, insecurities, and/or fears.

We all know that most people are bad at love and incapable of understanding/fully expressing their own sexuality. This is something that you should be concerned with as it is also one of the most exploited things in our world. Our sexuality fuels our interests, personality, passion, willpower, and more. Our sexuality is very powerful engine to use, so for you who want to level up on life, I recommend studying yourself on this matter.

But with that, let’s get to our post. How we can use human sexuality as our advantage in game design? Human sexuality is so strong a power in us that we as game designers are able to create extremely engaging and powerful experiences for our users by getting them to express their sexuality in games. This can also be used to create effective commitment toward the specific game title.

Narrative Possibilities in Games

Do you know Mary Jane Watson from the first Spiderman? Or Hermione from Harry Potter? Men fell in love with those women by only knowing them through a movie screen.

Do you know Tom Cruise and Brad Pitt? Women fell in love with those men also by only knowing them through a movie screen.

If you think of how huge attraction a movie can create with a single directional communication (video to viewer), think of what games could create by using a game’s vantage of two directional communications (game to user, user to game) and possibilities of interactions with human-like characters. Our possibilities to create content that make people full of joy and love is endless!

Narrative elements and storyline alone are very powerful engagement tools we can use to encourage user s to immerse themselves to the game much more deeply. Creating well thought and designed narratives and storytelling for your game can make miracles as user s push themselves to go through the rough patches of the game. You have created engagement that does not require more inputs from game features as the engager is to find out where the story leads to.

On mobile, creating and delivering games with a strong narrative is much harder as casual user s do not want to read long texts, but prefer images and comics or other ways that do not require brain power (focusing and processing).

Narrative is also required to tie a user down to the game world and immerse himself into it by becoming part of the living legend of the story (Why legend? Men want to feel heroism (mix of being altruistic, courageous, and professional). What we can do to power up this process is to introduce communication features for the user. It should not just be single directional communication where user just taps to see bubbles of speeches, but ways that the user himself gains access to be part of the story and have the feeling that he is making the decisions of what happens next in the game.

Mass Effect, Dragon’s Age, and Elder Scrolls are games that provide this and with these features, those games are creating very effective engagement and attraction for the user in their games. Let’s discover together how we can use this communication aspect in human sexuality to drive engagement, monetization, and overall success of the game.

Human Sexuality

Human sexuality is something that you could write about for days and nights and die before you have even told the prologue.

Our sexuality is our strongest instinct. People spend enormous amounts of time in their life seeking satisfaction and completion of their sexuality (Think what we could achieve if we could just turn off our sex drive?). This need can be seeking a lifetime partner, seduction, one-night stand, pleasure, friendship, bonding, sense of belonging, or having a personal tribe to rely on.

Now imagine if we could provide these solutions for the humans. If we can create the world where humans could pursue the need of belonging or love. I am not talking about creating porn games or creating AI-girlfriends. I am talking about creating narrative heavy games where users are given possibility to express their sexual needs to a certain point.

Imagine if we can create a game that has cute and womanly female characters for male users and handsome and manly male characters for female users that offers possibilities for users to talk, bond, flirt, and seduce the AI character.

We could offer a thai-pub type of experience for our users (bar where people pay for female company). We speak, we flirt, we make our users feel loved and wanted, feel that they are important and special for the virtual character. When things progress forward, we can form a connection between users and AI characters and so can take this further. Our end goal is to get our users to fall in love and make a commitment toward the character. Love is funny thing, isn’t it?

Seduction Arts

It is in us all. We want to be best man and best woman for our ideal partner(s). We want to receive lots of attention, love, and attraction from others (receive a proof that we are best). This need is real in all of us who are capable of expressing own sexuality and so this is why we should find ways to seduce our users by creating a soft relationship with the in-game character. We can make the characters to nurture our users when they get burned in our game. Fuel focus and dedication when our users are facing rough patches and create simplistic, but effective communications between user and a character.

When you are designing ways to seduce your users, you need to find a ways to create lots of drama. By drama, I mean creating a positive and negative emotional spike for your user. By this, I do not mean shitty user experience, but to create challenging and low rewarding moments and easy and high rewarding moments that are tied into AI character feature. The goal is that the user must go through a lot of emotional baggage and grow more invested and attached to the character (it should not be easy to get AI characters’ affection).

You should create relationship between user and character to be that the user is the provider of the relationship by being the action maker, bringing goods back to home, protecting, and saving the day (being hero). Characters should be more caretaker as she/he will be always trying to make user feel much better about himself and his successes + kick his butt into more bigger challenges.

Spice up the seduction with our over-idealized romanticism (Current romanticism is over-idealized). Why? Because it works as a life philosophy for most of men and women around the world. This philosophy makes humans invest much more effort as duty of men and women (Paying for dinner, opening door for a woman, behaving like a gentleman, etc.). This feeling of duty can be very powerful as they have already implemented this mindset of putting lot of effort and having to go through the pain or misery just to (hopefully) get their reward of praise and affection of opposite sex.

When designing characters, it is of the utmost importance to make them dream-like. Creating a masculine man or feminine female for the user to interact with is a very crucial as they are desired partners for the users who have not become asexual (all non-sexual beings or people who have destroyed their sexuality by their philosophies). Masculine and feminine energy is a very attractive to its counterpart and should have heavy focus on your seduction design.

Power of Love and Commitment

Ask Machiavelli, ask a user, ask Don Juan. Everyone wants to feel some sort of love from other humans. It might not be committing solely to one person, but the power of love still affects every sexual being and this truth can be used to create a commitment between two humans. Basically, all humans who have a sexuality wants to be loved and wants to find their perfect partner(s), so let’s serve our customers and offer them such!

Powerful design in game is to track the user’s behavior, take it, rephrase, and send it back as a response from the character. This is very effective in real life as well, try it on next beautiful girl or handsome guy you meet and see how their eyes light up because they met a person who feels like they feel.

Think the following: You have a conversation with a woman, you have 3 options to say to her: “white-knight answer”, “seducer answer”, or “jerk answer”. When a user chooses one of these options, the game has an answer ready for the user that fits the user ’s persona and creates interest between user and game character. This way, we can “imitate” the user and make these two lovers bond together.

After creating this interest, it is crucial to demand effort from the user to capture this character’s attention. Think of a real-life relationship. If you as a man would only sleep, play games, not work-out, not have a healthy life, and just expect that your woman would clean, cook and serve you, you think she would stay with you? It would not work far and soon, you would be single again. Set the user in the masculine role (altruism, courage, professional) and the character in the feminine role (nurture, sexuality) and the relationship has a strong ground to build up.

So the takeaway is to initiate interest and demand clear commitment from user. If a user follows the tasks, he is rewarded with the attention of this character.

Jealousy and Competition

When we have the initial attraction and commitment from the user (His interest toward the character and he has performed altruistic acts in game to gain the favor of the character), it is time for the rollercoaster ride!

As I mentioned earlier, the key is to create positive and negative emotional spikes for the user to experience. Jealousy is a powerful tool to use, as you, the developer, can control all the odds of the game and so can introduce new events when you so desire.

Let’s say the user is male and he has met this very feminine character who he is interested in. Now let’s introduce a new character to the game. The character is a male AI-character and so the dynamic for jealousy and competition is set. This male character would start to steal the desired female character’s attention from the user. See, the problem in many games that offer character interaction is that the user is the game character’s only option and if the user keeps pursuing characters in-game, he will get her. Whatever happens in those games, there is no competition, and it is a user ’s choice to choose whether the game characters love him or hate him.

But now when the game has been set, and we introduce new elements such as a competitor to get the women, we drill deep into desire and attachment and make the user want to hunt the woman and get her attention.

Example: If the game is a hack’n’slash with scores, user is always compared to his rival AI-competitor and the reward would be the affection of the female character. He fights his way through the levels but lacks the score to get the primary attention of the desired woman (this can be shown as woman speaks and flirts more with the AI-male than with the user).

Romanticism and Oneitism

We all have this dream of a perfect relationship with handsome or beautiful counterpart. The relationship never has troubles, both persons behave like enlightened beings when they step inside their home, and romance and love spreads around the rooms. The couple ends up living together their whole life loyal to each other, doing their labor of loves and earning wealth and having a successful life altogether.

Our societies have over-romanticized our image of relationships and of love. This has blinded us to the truths of how things really work in a relationship (example: When getting married, you promise to go through good and bad times together, solving your problems, and growing together to create support for each other, but in today’s world, when one person has tough times in relationship, the couple do not even try to solve their problems together but prefers to break up and seek happiness from other people or things).

This kind of over-romanticism that most humans follow as a philosophy is one of the very powerful hooks to use in your game design. We as developers can use this idea well through our game and create Oneitism.

“What is Oneitism?”

Well, Oneitism, or simply, One-it-is, is the human dream of this perfect person who will complete a person’s life. The one person who loves you and cares for you unconditionally. Whatever happens, she/he will be there taking care of you.

When we are seducing our users, we should keep creating this dream-like character for users in mind. Sounds difficult? Well, the funny thing is that we only need to provide a good-enough character and it will do the trick. This is, again, because humans’ mind runs wild very easily when they have adopted this philosophy of romanticism. They spot one thing that matches with them perfectly and they are already thinking that they have met their dream girl/guy. Oneitism is very powerful tool to get users to think the character is perfect for him/her.

Power of Dream Love

Seduction is <b>very</b> powerful design that we can use as we so desire. What I highly recommend is to use these arts very carefully as it is very easy to use this to exploit human nature in a very extreme ways ($$$).

As I said, seduction arts are very sensitive topic for most of us and so if you get caught of malicious exploitations of one’s sexuality, your company’s and game’s reputation will be ruined very fast (thanks to ultimate SJWism, Internet, and romanticism.) So I recommend using seduction arts carefully and putting forth a lot of effort to make it subtle enough that it goes un-noticed by the users.

If you are interested in reading more about seduction arts and how to use it in your game design, I recommend using Google with following terms:
“Speed Seduction” (How to create attraction very fast)
“Sosuave” (Forum about dating, sexuality, and lot of nonsense like pick-up arts.)
“Book of Pook” (Recommend to all males: Good for personal growth as a man)

Best Regards(source:gamasutra)

 


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