Games addictive elements Geoff Howland (Member Wang Lao Road Translation)
What makes a game indulge in it? In order to make people addicted, the game has a driving force that makes people can always play. Some of them can be: In order to explode the game, in order to fight against others, the enthusiasm of the game's manipulation and interface, in the game, in the game, and make a high score or similar.
(1) In order to explode the game, the game is usually based on the ending of the game or just to complete the game. If it is just to complete the game, then this process can be seen as a challenge. Playing a particularly difficult game may make people feel proud to explode it. But this doesn't always get the best ending, because, although some people have accepted challenges and victory, more people may give up because it is too difficult. People always like to win, if your game has certain challenges to them, and ultimately let them win, it may make players more happy. This is a choice that must be made when considering the object you face. As for the player's explosion game, it is just how to end how it ends, the game has a story that promotes its development. Even just a simple plot such as "Super Mario Brothers" - there is also an ending. Many players want to know what happens when they have died in the game and eventually rescued the princess. Once they found out the end, the game from the lowest level of the story they had completed, then the player stopped playing. (2) The power of confrontation can be an important factor in confronting the game, and it can make a game last. Confrarence is the cornerstone of a game, which allows people to interact with the same level under the supervision of the game rules and truly master the player rather than the developer. Players can make traps themselves and interpret each other, usually more than game developers' ideas. If your design has a variable rule, then you can allow players to create the style, action, and strategy you have not thought. (3) In order to master the game's protection of the game's control is also an extremely important factor, the racing simulation game can specifically explain this, and the main purpose is to simulate the manipulation of the vehicle. Usually the player will repeatedly play this game to make their skills excellence. It will need to create specific control levels as you can do this. For example, in a driving game, it can be easily run once in a straightway, but you should be able to feel the road and its elasticity when you get the traction of the tire. Players can learn your game control in your feedback from your player. A sound indicates that the tire is about to lose traction. When the player runs all the procedures, the different states of the engine do not have to be used. Can enable players to know anything that the game is working -, for example, a map is to attract them in a good interface, so that they have reason to try to master this game. If the player can't get enough feedback information or the interface is too dark or too white, he will not be a good way to master the game; if a first player and a master will be substantially the same, then there is no reason to go Become a master. (4) The temptation of adventure is the temptation of the computer. In fact, some original games are just about adventures. The game "Adventure" is a text game, and the player can travel around the area and collect the items around, and some puzzles can be opened through the combined items. Some puzzles can open more areas to explore. More than some game Myst also use this as a basis, this game sold more than one million copies. Myst is so popular that people have a strong desire to expectations of interested places. Many games have achieved this. The game such as the Zork and Infocoms' adventure is also based on this premise and clear this is a type of game. Secret levels have also become a major point of many games, from "Super Mario Brother" to "Final Fantasy 7" (Final FandaSy 7) to identify secrets. I used to listen to Shigeru Miyamoto (member of Nintendo Design Group, Designed Super Mario Brothers, Zelda, Meetroid, et al), said 40% of the TV games should hide, it looks good to this.