For most domestic planning "experience" style when designing games, I hope this article will let everyone
There is a more scientific understanding of how the various issues that appear correctly look at the game design.
First, we define online games as a network virtual world (Net-Ves), then let's design this
What do you need to pay attention to in one world? Because the player is immersed in such a world, positive response
All kinds of information from this world is the kind of immersive feelings.
Let's first take a look at the five elements that the network virtual world should have:
1, spare sense (everyone interacts in the same virtual space)
2, the sense of existence (everyone feels in such a virtual space in such a place, not the observer)
3, time sense (interaction between each other is immediate)
4. Exchange channels (such as talking, you can see others, etc.)
5, shared channels (can share things in the virtual world, etc.)
Let's take a look at the definition of interaction:
Simple point, is a person controlled by users, including mouse, keyboard, voice, and virtual world users
A correspondence between behavior of things. This is some different from the definition of interaction in the real society, the real society is recognized
In addition to all behaviors other than the next conscious, they are interactive behavior. For example, the eyes are lazy,
No matter how others react, you have made a move, saying you are interacting.
Here, it involves another concept, interacting level. The so-called interaction level is based on the virtual world
A level defined by the length of the time to make a response, the higher this level, the more players
Immerse in such a virtual world. For example, for FPS games, players universally interactive level
It is quite high, which is why CS is considered to be close when studying an example as a virtual world.
Perfect virtual world. Of course, the perfection here is the positioning of the CS itself. In battle
On the field, the mutual communication between themselves is quite simple, because both hands should be weapon, it is impossible to have gestures, and
With a very thick mask, there is no communication between the eyes, and most of the attention is concentrated in the surrounding ring.
In this case, in this case, voice has become the best way to communicate with each other, and set up
Some of the good voice orders have greatly enhanced the interactivity between the team. This best situation exchanges with the team
The increase in the number of people decreases, and in the 5VS5 team-type battle, the interactivity of CS is asked.
So why with the number of teams, this type of interactivity will be decremented, because the CS team is designed
It is a loop, there is no forcibly specified a central node. When the number of people is less, it will compare
Easy everyone automatically admits a captain, and when the number of people is more, it will be due to no captain.
The whole team becomes loose. And many maps have not considered many people in the same way.
Therefore, more severe clogging occurs at some narrow ales or inlets.
The same reason is also established in large network RPG, and the purpose of network RPG is not as if the CS class game is.
Clearly, it is also possible to be a diversity, and more closer to real life, it is also very difficult to simulate. Similar eye
God, gesture, or other small actions such as blinks, it is very difficult to achieve, these graphics engine, etc.
Limitations. The result is that the user is often difficult to find a suitable method to communicate, and if someone is dried in front of you, if someone is dried to your face, it is estimated that you will not care about him / her.
And this is very good in the previous text MUD, because in the premise without graphics, users
The attention will be greatly strengthened, then any information from text is more likely to improve users.
For their attention, in other words, the interactive level is relatively high. For current semi-blocks and half-text
In the game (the text information referred to here refers to some game information and chat information mixed together)
The interaction level will be relatively low. More effective suggestions are thoroughly thoroughly of game information and chat information
Separate, game information uses various forms of UI in the game, and chat information is fixed in a fixed text area.
Finally, look at the interactive vertical layers, first of all, the original layer is called, mainly refers to the user's input (keyboard,
The mouse), then the last layer is a performance layer, such as the action of the running of characters or the action, and then
One layer is a meaning layer, different movements in different virtual worlds or to the same virtual world,
Different significance. Obviously, this is an inverted pyramid structure, that is, the original layer can
There are very few things, then the same control equipment can produce more different movements, such as the same
Keyboard input, inputs A and B will generate two different actions, and then more meaning in the meaning of the meaning.
Then when design is designed, the middle layer is large, and both end is thin, the input layer is not expanded, and the same is
There is no expansion of the meaning of the meaning, but there are many things in the performance layer. This is only the waste of resources, can't get up.
Any role is only to expand the input layer as appropriate, and then ensure that the meaning of the meaning layer and the performance layer.
The size is maintained for a certain ratio, is only an expansion of the diversity of interactions. Of course, if you can interact
There are some vertical extensions at the level, of course, but it is better.
[Reference]
Bowman, D. A., And Hodges, L. F. (1999). "Formalizing the Design,
Evaluation, And Application of Interaction Techinques for Immersive Virtual
Environments. "Journal of Visual Languages and Computing, 10, 37-53.
Manninen T. (2000B) MultiMedia Game Engine As Distributed ConceptualISATION
And Prototyping Tool - Contextual Virtual Prototyping. in The Proceedings of
IMSA2000 Conference, November, Las Vegas, Nevada, USA
Manninen T. (2001) Rich Interaction in The Context of Networked Virtual
Environments - Experiences Gained from The Multi-Player Games Domain.
In Joint Proceedings of HCI 2001 And IHM 2001 Conference, Blanford A.,
Vanderdonckt J. And Gray P. (EDS). Springer-Verlag, PP. 383-398