The Psychological Analysis of game players allows the game to better attract and seize players.

Source: Internet
Author: User
Analysis of players' goals
The game must be recognized by players before it can have a market. Only in line with the players' psychological games can they be recognized by players and have a high degree of player loyalty can they have a good market performance. Therefore, only by Correctly Grasping the players' psychology can we design a game that players like.
There are two purposes for analyzing players: one is to analyze the types of players in the market analysis to provide a basis for game positioning, and the other is to analyze the players' psychology, preferences, and characteristics, provide a basis for game design. The former is based on macro analysis, and the latter needs to analyze the commonalities of their needs for different types of players and guide the game design.

Players' needs
Players are a complex group. It is difficult to thoroughly analyze the players' preferences. Each player has different interests and aesthetic world views, but from the perspective of the game, the players share some basic psychology. This is very important to the design of the game, because it is the most basic basis of the game design.
To analyze the players' basic psychology, we need to analyze what they want most in the game and what they are most interested in. Many of the player's behavioral performances in the game clearly reflect their psychology and what they are pursuing in the game. A successful online game must take into account the players' psychology.

Rewards
Rewards are the main driving force for players to play games, especially RPG games. This kind of reward refers to all things that can be owned by players, including attributes, skills, experiences, money, equipment, pets, rights, permits, rankings, titles, scores, and many other things related to characters. The player's game process is a process of continuously obtaining rewards. New skills, new equipment, new pets, permits for new regions, and so on are all the goals of players in the game. A game can persistently attract players, relying on these rewards. Continuously provide new rewards to make it a target for players. After the player completes through hard work, there are more attractive new rewards and goals. For players, the fulfillment after the goal is achieved is an unparalleled pleasure. In this way, players are constantly playing the game.
Rewards must be different. Not all rewards for players can be the player's target. To make a reward a target for a player to play the game, the reward must be attractive to the player. Among players, there is a general pursuit of the best psychology. Excellence is a manifestation of reward differentiation. There are differences in similar prizes. The effects of these differences cannot be ignored by players, and the number is relatively small. Such a reward setting will make some of the rewards very precious. If rewards can be obtained repeatedly in the game, players will continue to play the game, and their goal is to get rare rewards. In this way, players can easily set up the goal of getting rare prizes in the game, and once obtained, it will bring very direct satisfaction and motivation to continue the game. This is also an attractive part of the game.
Rewards should be intuitive. For example, in miracle. In the later stages of the game, the experience required for upgrading the game will be an astronomical number, and no player can endure such a long process. Therefore, miracle divides the experience of upgrading to a level into 10 parts, and the experience slot can only accommodate 1/10 of the experience, that is, the experience slot can be upgraded to a level after 10 times. In this way, each time a player kills an enemy, the experience in the experience slot increases by a period (equivalent to 10 times the effect ). In this way, the acquisition of experience becomes very intuitive and gives the players a sense of satisfaction. Rewards must be visible to players. Only in this way can players be attracted.
It is not enough to give a player such a reward, but to reveal the reward. Every player who gets the best equipment or other items that are cherished cannot immediately show them to others. A player's psychology is actually a manifestation of vanity. This should be taken into account in game settings. Legend allows players to view each other's equipment. The changes in Miracle equipment can change the shape, in fantasy westward journey, the purpose of these settings is to reveal the rare items a player receives worldwide. Of course there are still many ways, such as rankings and titles. While revealing the player's rewards, it also affirmed the player's efforts.
Rewards must be rewarded by players through their own efforts. Although the reward process is a tortuous process, the final players will be rewarded, otherwise the players will cry. Players cannot tolerate their efforts to gain nothing. Those players who do not get rewards through hard work are not attractive to the players. They cannot be the driving force for the players to play the game. Of course, rewards are often random. This randomness does not conflict with the inevitability of rewards.
There is a "value-added Depreciation" in rewards ". For example, in the early stages of the game, a 20-level pet may be a dream of every player, but in the later stages of the game, it is not attractive to the player. The value of rewards changes with the demand of players. What players need in the game can be rewarded.

Participate
Not only rewards can bring fun to players, but sometimes players can play games and enjoy the game. For example, in Legend of the world, players are often blocked in a room crowded with monsters. At this time, the player's goal is to exit the room. After an hour of mechanical mouse clicks, the player moves one inch to the door and finally walks out of the room. In this process, players do not receive any rewards, but they feel satisfied, especially when they leave the room. In the same situation, the horizontal pass card games and fighting games all have the same performance. Players play games not just for rewards. They need to participate in the process. The process of participation is actually the real process of the game and the pleasure of playing.
Players participate in the game. players can play the game as they wish to achieve their goals in the game. In the game, each choice made by a player is involved in the game. They want the game to reflect their wishes, and they want to make a difference in the game, which is the most basic requirement for players to play the game.
To participate, we must first not be forced, that is, the game settings must respect the players' will. In fact, many times, in order to get some rewards, players are forced to do things they don't want to do. Although the players are doing this, the players are mechanical and their will is not involved in the game. For players, such a thing is boring. The pleasure lies in rewards after a thing is done, not the thing itself. What kind of attitude the game presents to players and how players participate in the game is the problem to be solved. To reflect the player's will, the game should allow the player to have the right to choose during the game.
Assume there are two game settings: a player has completed a task and is rewarded with a pet. In the first setting, the player receives a bonus from two pets, turtles and caterpillars. In the second setting, the player can only select one pet between the sea turtles and sea caterpillars as a reward. Obviously, the second setting is more fun for players. The reason is the second setting. players participate in the game, and the selection process is involved in the game.
Choice is the easiest way for players to participate in the game. It is impossible for online games to allow gamers to act according to their own will, even games with a high degree of freedom like uo. The number of options and options provided by the game are actually the freedom of the game. In online games, such as the choice of characters, the distribution of points, the choice of professional skills, the purchase of money, and the choice of strategy during combat, these processes are a very interesting process in the game. How to select and which one will be the final embodiment of the player's will.
Not all choices reflect the player's will. In some cases, players cannot understand the differences in options. In this case, players can only make blind judgments. For example, in the fantasy westward journey plot task, there are two branches: the magic task and the four-glazed task. When a player makes a choice, he does not know the difference between the two tasks. The reward content for difficulty is unknown to the players (the strategy is not written and the players cannot know it, in fact, there is no essential difference between the two). In terms of the plot, there is no link between the two, and there is no conceptual or interest conflict. The player's choice at this time does not need to be considered by the brain, because there is nothing to judge. Such tasks cannot involve players. Options must be different. Sometimes they can be completely opposite (the confrontation on the plot, the opposition on the concept, and the opposition on the camp). When players make choices, they will weigh the options, this process is involved.
A deeper step in participation is experience. The gaming world is a virtual world, which is mapped to a certain extent to the world of players' inner fantasies. A good gaming world, including a good world view, a good story, and a good person setting, allows gamers to experience this fantasy world while playing games. The game is guided, not only violent players are welcome. The game provides a new way to experience life. How to make this experience resonate with players and make them feel something while playing games. I think this is what makes the game meaningful.

Communication
The design of online games cannot ignore the communication between players, which is the most basic requirement of players. In online games, there are often several types of communication between players: exchanging information to gain greater benefits, displaying themselves, satisfying their vanity, pure social communication, and making friends, pass the time. To solve the problem of gamer communication, a game not only refers to sending messages between players, but also focuses on how to make the communication more convenient and fun. Currently, this problem has been well solved by the Integrated online games, the Application of emoticons, language, font color, chat channels, chat records, and so on makes communication more intuitive and easy. The arpg type of online games are restricted by the Games themselves, and they do not have a back-to-turn network game in terms of communication. This does not mean that players of the arpg type have little requirement on communication, but that the game mode restricts the requirements of players in this aspect. Under such constraints, players need an easy and quick way of communication. Voice chat is a good solution, but the current objective conditions are not mature. Other settings similar to the player's custom statements are not an ideal solution. Therefore, the most feasible way for online gaming chat systems is to Meet Players' needs in terms of functions. Players can tolerate imperfect chat systems, but cannot tolerate imperfect chat systems.
In online games, in addition to normal conversations, Competition and Cooperation between players are also a form of communication. In addition to incentives that can drive players to play the game, Competition and Cooperation between players are also one of the driving forces for players to play the game. Players like CS compete against games and cooperate in defense against the environment in Warcraft. rewards are secondary. competition and cooperation are the primary pleasure of the game. In online games, PK settings are also a form of competition between players, while teaming up players is a form of cooperation. Competition is essentially a form of confrontation between players. As a result, one party must fail to win. Everyone wants to win, and no one is willing to fail. Compared with competition, cooperation has higher requirements on players, which requires reliable cooperation between players. Once one of the partners has a credibility problem, the cooperation will become more appealing. In fact, all the Competition and Cooperation settings of the game are to provide a "stage". On this "stage", players can present themselves most directly and communicate with each other most conveniently, to seek benefits and satisfy your own desires and vanity.

Other features of Players

Players need to draw
If World of Warcraft can be successful in China, there are many reasons for its success. If it fails, there is only one reason for failure, that is to say, Chinese players cannot accept the complex world system and game system of World of Warcraft. Nowadays, the more complex online games are, the more they are. This creates a problem: players cannot adapt to complicated game systems. Players are lazy. They usually have little patience when trying a new game. If the player finds that the map is too big, lost, or fails to find the specified NPC for a long time, or does nothing, the player will lose patience with the game. At this time, you need to draw players into the game, especially for new players.
When players are new to a new game, the game is a completely new world for players. If the game system is complex or a new model that players have never touched, players are often overwhelmed in the game. Players need a rope to hold them. To draw players, you must clearly tell them what to do and how to do these things. Do not let the players lose their goals in the game. In the early stages of the game, the goal is to familiarize players with the specific game settings, including basic operations, maps, and NPC positions of the game. Do not expect players to go to the official website to find a strategy. The game settings should clearly tell the players everything: the most basic things that all players should know. In the early stages of the game, players were God. They are likely to give up the game because they cannot find an NPC position and are extremely depressed. To draw players, in addition to clearly telling the players the position of the NPC, they also need to know how to proceed. The service must be considerate.
Early traction is to help players get familiar with the game system, and the subsequent Traction should be directed to the player's game target guide. With the development of the game, we need to constantly propose new goals to attract players to play the game. This goal can be rewarded with new skills, new equipment, new pets, and new permissions. With the process or level of the game, reasonably allocate these rewards, so that players can have their own goals and motivation at all times, so as to draw players. Do not let players lose their targets in the game, which is fatal to the game. The fun of the game itself lies in the Process of rising targets. Once there is no target or an end, the game will become unappealing.

Players are blind
There are more than 17173 online games described in detail on 100, including how many games have been played in these games, how many games have been learned, and how many games have been heard, I have never heard of the amount of money. If you analyze these problems, you should have the awareness that players are blind.
Although there are so many games to choose from, there is actually not much choice for players. No player can play each game once, find his favorite game through comparison, and no player has time and energy to play more than two games at the same time. When players are looking for a game, they do not have to try it one by one. It is very troublesome to try a game. It takes an hour to download the client, apply for an account, and delete it if you do not like it for five minutes, players do not have the patience and time. So more often, players choose the game to be influenced by the environment around the players and the promotion of the game. If game promotion gives gamers the idea of trying, the game will be half done. The problem is whether the game can keep the players in the game. On the other hand, the popularity of games directly affects players' choices. If the game is popularized in every Internet cafe, the "threshold" for players to try it out will be greatly reduced. At least one hour of client download can be saved, and it is easy to form a fixed gamer group and environment. Promotion is the only thing that can be done before a snowball roll.

Other players' Psychology
All the things and things that players want in real life are possible to make a game. It makes no sense to analyze the players' psychology. Instead of focusing on players, you should focus on real-life experiences. Like the PS game mosquito, a player plays a mosquito and absorbs the blood of the beautiful mm, capturing the player's peeping psychology and intense stimulation. Its idea is to think of the expression of mosquitoes, rather than the players' peeping psychology. Crazy taxi and furious motorcycle can be widely used, which implies that VR has a great value to explore. The game cannot be played by just imagination. players in the game are no different from players in the real world.
Currently, a game cannot simply treat it as a game. It makes sense that games are positioned as digital entertainment. Games have many things in common with traditional entertainment methods such as movies and TV series. When watching Harry Potter movies, the audience often imagine themselves as the hero and immerse themselves in the magical magic world and plot to experience the experience that does not exist in real life. Then they will not reject a game with the same theme, provided that the game can bring them the same experience as movies. Movies and games are popular things, and they share the same theme selection. Film pursues special effects and visual impact. The current game also has a tendency to develop in this aspect. Good pictures and special effects that affect the game often lead the game in the competition. For the game, pictures are the most important. This is not my wishful thinking, but the first feeling of players.

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