Game Theory (4) - Game Design
Through the discussion of the previous three chapters, the concept of the game and its composition and its necessary additives (implementation, operation, sensory excitement, etc., the plot can be not), this chapter is intended to explain how to pass the aforementioned game On the design of the game. Due to the prevalence of video games, it mainly shows how to perform video games.
Players' needs
The game is designed to play players, so you should understand the needs of the player before design, so you can cast it in design, so that the game is welcomed. Since most of the players are people, this section introduces a general demand. "Eat" is also both the human instinct, and the nature of all milk animals. Therefore, many people have made a large number of yellow games to flood the game market, and I have no objection to this, because it seizes a large-sex - sex. A sense of accomplishment, almost anyone is eager, and people think that they have made a feeling of great things. The more you do it, the more you have a sense of accomplishment. Against thing means that someone can pay attention to or most people can't do anything, but mainly the former. The competitive game is this to attract players, such as King, StarCraft, Anti-terrorism, Thunder, etc. It should be noted that the above games can become a competitive game because there are many people who play, but not necessarily this game is better than the same kind. If the original street fighter is very popular in the street, although there are some fighting arcade games than the street, but because there are not many people playing, even if the players are playing again, no one pays attention, and it will not It has a great sense of accomplishment, so there is a fewer people playing it. This is a vicious circle, leading more and more leading, backward increasing backward, so I want to break the exclusive market in the competitive class, which must be greatly better than the opponent, and widely publicized. Relaxation, when people are tired, what they want. People are not machine, will fatigue, at this time, the demand for accomplishment is reduced, and the need to rise is to be able to relax. Most of the current video games cannot relax their bodies (but increase physical fatigue), is relaxed by relaxing nerves. Such as Russian squares, mushrooms and other small games. Such games are mainly simple, no feeding. It should be noted that some people feel simple games, but some people feel troublesome. In this way, those who feel troublesome, the same game cannot be relaxed, so slack is targeted. It is usually possible to add some humor ingredients in the game to increase slack. Castance, when people don't want something you want to do or want to do. It should be paid to the difference between it. The satisfaction of the pastime is difficult to satisfy the previous demand. The recreation will vary from person to person, and even a person who is annoying is another thing that is like. So basically it is impossible to meet the demand for each person, only some of the people can meet. Such as fishing, Need for Speed, Football, etc. Of course, if there are more people in the pastime, it can be the aforemententified competitive game, such as the Need for Speed, there is an online game. It should be noted that the pastime can contain a lot of content, such as stimulation (residential crisis and other horror games), listening to the story (RPG game, or watching the novel, watching TV series), spiritual needs (watching a connotation TV or novel) pastime. A game often does not only meet a need, according to the above analysis, a game can meet different players in different times, different players will meet different players. We should seize the main satisfaction needs when designing games (generally a sense of accomplishment), which is designed to add some satisfaction to other needs (usually relax, can also add some recreational small games. But for rpg Class games, additional other needs must have a story of this pastime). Spiritual and sense
People have a beautiful demand. As mentioned earlier, the funness is to make people feel the feeling, the beauty is also the feeling of high, relative, ugly belongs to the feeling of Low. So we should try to make the game aesthetic, but unfortunately, the game is difficult to produce aesthetic. Sensory stimulation is the bridge between players and physical media, which is an important way to produce aesthetic. In order to increase the performance, it is necessary to increase the beauty, so the artist of video games and the musician play a very important role in the production process of the game. But a thing is not everyone thinks beauty, some people think beautiful, and some people think that they are not good, so this is a great test for artists and musicians. But it is not a beautiful beauty, because it is possible to be ugly due to the needs of the plot. If the small characters in the opposite role are ugly, the zombies in the biochemical crisis cannot be beautiful. In short, under the circumstances permit, try to make the game aesthetic. People have spiritual needs and cannot do meaningless things. If someone thinks what it makes sense, there will be high feelings, the more meaningful, the more it is. So in order to improve the scale, we must try to make the player make sense, unfortunately, there is little, almost no game can do this. Today's means of spiritual demand in the electronic game industry is mainly to rely on the storyline with connotation, and the means is a single major illness. This is mainly due to the technical strength of the programmer. Although there is a so-called multi-wire, network plot development, open architecture, etc., but the actual road is still long. One plot is not everyone's appreciation, so for this aspect, the role of the plot script of the video game is especially important. In short, for mental feedback and sensory feedback, we must make players feel beautiful, because here is the only place where the game can make people feel beautiful (here exclude the very few extreme molecules, such as Go is an art, etc. ). Maybe you will feel that the above is simply fart - no one wants to make a pretty point - but not everyone knows. In fact, sensory beauty often plays a decisive role in the fun of the game. HiGH feels a feeling. Unfortunately, in terms of human psychology, it is not an absolute amount, but a relative amount. For example: the feeling of temperature, the water of 40 ° C just felt hot, I feel that I haven't been hot, I have to feel hot, you must increase the temperature of the water. For other feelings of people, many examples can also be similar, such as taste, tactile, etc. That is, the feeling of people has adaptability. So a very high game, as people's adaptability will become unatth, players only need to think about the first game you play, put the enthusiasm of it and now Compare this sentence. So, the fun is not only the game is related, or the player is related. In this way, when the game designer is designing the game, be sure to decide the player group, that is, most of the players playing the game experience. Therefore, most of the gray players are very difficult to meet. It should be noted here that people's vision is also adaptive, which is why we have been crazy for Nintendo, but they can't hear it. Also note that the visual effect is not equivalent to the United States. I personally think that the beauty is always beautiful, people will not have adaptability to the United States, but they don't rule out the production of monotonism, such as the beauty of music, it will feel tired every day. When we arrive here, we will answer why we don't think it is to play. Under normal circumstances, we all think that it is happy, that is, the fun is very fun. From the front, it doesn't think there is a good play.
Now I have known that the eating is due to the low performance, which is the subjective thing that we don't think it is playing, and its fun is because we eat every day, it produces adaptability, and children will make monoticity, feel boring, hate food. . So if you want to change this situation, you can add a good life by making meals (that is, through taste, smell or even visual to improve the fun), or by changing the rules, this dish must be grabbed by hand. The dishes must be used for forks, even plus time limitations. It should be noted that people are also adaptable for rules, so novel rules can increase their play. Funity improvement
When designing the game, there should be a fun game of the game for the purpose of attracting players. But the weight is the foundation of fun. Funity will continue to rise due to the restriction of the playerity after rising to a stage. For example: Russian square, by adding meaning to each block, increasing the different meaning (also the plot), adding a picture effect (such as three-dimensional effect and underwater) and sound effects (eg Mechanical welding sounds when the square landed. Even so, its fun can not exceed the RPG game. Because the RPG game is more complicated, the player is much greater than the Russian square. In other words, the degree of playback is the connotation of the game. It is the performance of the game; how can be reflected through the composition of the game, and the funity is reflected through the game's coat. So, to improve your playback, you have to build up and work in the game; we must improve the game's coat on the game. In the above, it is necessary to improve the weight, it is necessary to open the knife on the command, class, and system. The game's ability to play is generally the complexity of the game. So, to increase your playback, you have to make the command more, more class, more system. In general, the commands are targeted, so they should first increase the number of classes, and then add the number of commands, and the system should be fixed at the beginning to determine how the game is approximately complex. It should be noted here that the number of commands should be at least larger than the number of classes, so that the player can directly change the status of each class. Of course, it can also be less than the number of classes, so there will be some secondary class - cannot directly control, you must control through a third party, such as the current video game, the characters in the game can not directly control, to pass Third-party intermediaries such as gaming machines or computers to provide access (here the game is playing video games in the objective world, the intermediary class is an electronic game console, the specific intermediary example is an electronic game console or computer) . This can more increasing the ability of the game, but also improves the weight.
Funity improvement
The previous is discussed, to improve the play, it is necessary to move the brain on the coat of the game, which is the realization, operation, sensory stimulation and plot of the game. Obviously, it is necessary to make the player's feeling of HIGH. As for how it is generated, this is not a conclusion. Because high feelings have many kinds, there are different practices for different feelings, such as increasing irritating measures cannot be used to increase moving. So, here is that it is only: When designing the game, be sure to determine that the feeling is the main, don't add it, you have to add it, you will confirm whether you will reduce the game's main feeling. If you suddenly find a measures in somewhere when designing a horror game, you should not add it, because the laugh will seriously reduce the sense of stimulation.
to sum up