Author: Geoff Howland Translator: Yu Jianbin description :( an old article) for many people, is the second game of life. In the world of the game, we will start the self. Immersed in happiness ... immersing in the dictionary meaning: "Follow the surroundings and coverage of some events." In the world's video game design, immersive is an important concept, which means that players put into games. And this is precisely the game designer wants to bring their games to players - the whole body is immersed in the virtual world in the game. To measure the extent to which a game enters the player is immersion. First, the operation of the game 1, meaningful interaction each video is composed of two basic ingredients: players make a game handle, keyboard, mouse, etc., input and games to games and games through image, sound, text. Output. This connection between input and output is the interaction between players and games, which is the fundamental premise of video games. In a shooting game, there will be various types of enemies, and the player wants to control the operation to deal with the enemy. The game will constantly change the image of the screen and the effect of the sound according to the player's operation, and vividly exhibit players. Take Doom as an example, there will always be some monsters in the process, and players need to turn his guns and send monsters to hell. Whenever the player moves, seeing or shooting around, it is interacting with the game. In the game, the completion of a movement is important to the player or the game itself, it is a standard for measuring whether this interaction is meaningful. Shooting monsters, or fleeing their attack range, these are meaningful interactions. However, if a button is designed, let the player wipe their guns, which is not required for players and games. This interaction behavior will only make the game interface or operation buttons more complex. If you create an effective interactive system is as simple, the designer will save a lot, of course, this is not the case. 2, the reduction point is coming back this is an economical term, but I think it's cool, it is possible to intermove it into the concept I am talking about. In early games, game operations often control roles based on jumping on different platforms, or in a very simple location, just jumping a bucket in donkeykong. At the time, the big mouth in Malio or the beans was controlled through their respective obstacles and labyrinations. However, these games can now be used to nostalgia because their operations have lost their immersion. The way the game is Opening, many games before two years have appeared now, there is no fun, this fact makes people confuse. However, Doom will always become a classic game. He is the first sister of shooting game class. This old game is still updated and upgraded, and slowly develop forward. When the game operation method, this phenomenon is natural, you can see similar phenomena in all the fields of all art and life. If you have seen early movies, they will find that their performance is too drama, and a typical song and dance in a typical song and dance are often stupid. Instead of interesting and charming like a visitors in the 1940s. Like the classic film such as "Singing In the Rain", there is a classic work in video games. But after a detailed comparison, you will find that the new film is better than the old movie, like a new game than the old game. It is always more sophisticated technology and performance. In order to establish meaningful interactive systems in the current or future games, you need to take experience from past games and further on the basis of it. If you don't do this, the player will feel that this game is outdated during the game, and you will be accused of many players.
3, give back to create a good interactive system with a good immersion in order to give your players, you need not only a fast interaction, but also a easy-to-master interface. If the player does what it should do, and the game is not fast and feedback, it will make the player disappointment. This means that your game must respond as quickly as possible. A good back textbook is Mortalkombat. It moves in a fixed mode, and the player cannot change this setting. Its move does not follow some of the usual game standards, but look like you to use the number keys and press the alignment to make the final result in the same way. Once they start, it will find this way of operation, and it is not very good to master the movements of the protagonist. If your opponent has kicked an emperor, then you may say to the punctuality. If the display is in line with this situation, it is correct, but it is actually not. This action is in the case of the opponent, instead of the direction of the enemy attack, which makes the game's performance and the actual situation of the game. 4, the fantasy line This brings us the fantasy boundary. Players will assume that the movements he do in the game is reasonable, there is a certain real basis. If the player is playing a space shot, it is like Galaga, they don't want a person's arm to extend out of the spaceship, attack the enemy with a strong empty hand. This is not credible, don't do this ridiculous monk in any game, it will damage the player's immersion. In Mortalkombat, face the attack of the Empty Legs and should be a correct defense action. Maybe defenders can grab his feet and throw this people who kicked out, or flashed and hit the enemy. In any case, the action must be adapted to the current situation, otherwise the game cannot be immersive. 5. The real level of fantasies has always been based on the real world, and the players are familiar with this real world. There is a storyline, the protagonist playing a piece of music with the piano, making a group of girls like a drunk, one of which came over to kiss the protagonist. This plot has a certain fantasy color, if you play this plot with an actor, not using a cartoon (just like the WHO Framed Roger Rabbit? Who caught the rabbit Robin?). Then the game's immersion will be greatly reduced. Computer images are often manifested with comics's techniques or realistic ways of booking. It is important to figure out the true level of your story, which is important for you to decide the overall style of the game. In a flying simulation game, try to be the main goal of such games. Even if the image does not meet the real effect of the photo, you have to go to this direction. Create a real simulation environment for your players and give them a real feeling, this is the goal you have to work. This is also looking forward to players in such games. If your game is based on the style of cartoon, this expression of the game Lemmings (oursel): Your character shakes his head after failure, sending "Ohno!", Then exploding into countless pixels. Although this situation is impossible to happen in reality, it is more coordinated with the cartoon style you use. Second, the character 1, the eye-catching or interesting role game makes people immersed on the role of players to play or interact with them. Recently, a relatively highlighted role in these games is EarthWormjim (蚓 warrior), from Shiny's same name game. Jim has a funny cowboy accent, in this hero to save the old set story with a muscle peak, interesting bug appearance appears. He itself has a movement full of functions. This type of role makes the player kept playing, seeing what he will do next. This is a good way to increase the immersion. Another way to enhance the immersion in the role is to let the player define them themselves.
This will care more about what happened to the role, and the player will also be deeper into the game world. In addition to the other media, other media can't do a custom, for game designers, it is a higher challenge. A large number of players I know is a game that is a game that is very intentional. It is Final Fantasy 7. Almost every player will be interested in some of the characters, where they come, what they like, what type of people they are. Different features after role customizers also help players to distinguish them more easily, or find out the weakness of the role. The weakness of the role is normal, because there is no one in real life to be as perfect as God. If a perfect role is designed in the game, this will reduce credibility and destroy the immersion. 2, players play, who is in some games, players are basically playing with a pre-set role, just like fixing this worm in the fighters, and in the RPG game, It is a player who will determine which role they want to play. This is a very important difference for your game, because it considers the player's view, what will be done, what will not be done. Players in the fighters are to save the princess, so players must try to master the skills of control JIM. The progress of this story does not rely on the player's personal idea or emotion. In Doom, the player is given the title of the team leader, but this role setting is meaningless, because for the player, in addition to keeping the monster, there is no other way to express my thoughts. . This reduces the immersion of the role. Although players can freely act in the game, they do not affect the development process of the game. In an RPG game such as Might and Magic, the player can express his own idea: he can choose the role and name it, which is worth different. This makes them created a character with personal characteristics. Players have created their own roles, and there is a sense of private belonging to the role. The concept of private emotions is another important aspect of immersion. It makes the player more investing in game operations, so that these characters can develop well. Here has a choice. If you have created an interesting role, the player will like it and have a happy play. This approach is compulsive in many ways. And if the player has come to create a role, then in the game, they will have a private belonging to the role, and motivate them to continue playing. As a designer, you must consider how you want to make players with the roles before you make a choice. This is very important for your players. Third, the story 1, the history and background Bladerunner's animation show how quickly portrayed a story background. Starting from the first second, an exotic world is presented in front of us, compared to the real world, players can find higher buildings, pollution becomes more crowded. The street has become more crowded. . This kind of situation naturally causes players to have a desire, and how to explore the world be like this. There are many ways to implement a background story and the environment. Of course, what you choose must be closely linked to the topic of the game. If you are creating a fantasy RPG game, the best way to do this game with some old myths. If you are making a moving class game, then the best way is to put the game in a background with action content, such as a fight against the war. However, not every game needs a background story. If you can learn how this fleet is sailing in the story of this fleet, or his sister is kidnapped by a pirate (assuming). This doesn't make Doom games more fun. Doom turned to an instant action game immediately after the start, the story did not help the game. This situation is not unique to DOOM. The surrounding background that players see is also very important.