The uniqueness of game interaction Design

Source: Internet
Author: User

Application software, Web site, game as the three main categories of interactive design, the basic principles of interactive design are interlinked. But the game is different from the other two types, players do not have a very good game to play the goal, they play the fundamental goal of the game is only to experience fun, then interactive design how to create a incisively and vividly the game, to help the players get fun?

--Situational Design: Creating a sense of generation--

The situational design not only looks more interesting, but also helps the user to enter an imaginary space. This kind of space usually needs some materialized elements to help form the "imaginary world", so the game itself play and function and the scene of the harmonious and lively combination, can help players to form a sense of input, more into the game.

The design techniques for situational design in interactive design are:

1. The proposed materialization design;

2. Vivid and harmonious combination of function and situation;

3. Reduce or weaken the content that affects the immersion feeling, the reality feeling;

The 1th article is very common, give the example of the following 2 article:

Vivid and harmonious combination of function and situation--"Slingo" friend Joker:

Slingo game, so that the head of a friend as a joker (after the appearance can be arbitrarily eliminated a number) randomly appeared in the game, when the player used this friend Joker, the game will guide the player "thank friends", to send a friend feeds, The practical role of this function is to invite friends to play slingo or promote activity.

Reduce or weaken the impact of immersion, real sense of content-"Happy bucket Landlord (full version)" Game process:

The game uses a simulation of the reality of the picture, in the process of playing cards, the top function panel is automatically closed to enable the player to focus on the "real" environment, while the card is not used to affect the real sense of the conventional vertical way, and the use of a relatively easy to read, but does not affect the reality of perspective perspective ( Look closely to see that this perspective is not matched to the perspective of the environment.

--Strengthening process experience: creating a sense of fluency and manipulation--

Generally speaking, the software or Web site will not give users the use of time or pressure, complete a task, completely by the user independent of the next task. But on the contrary, the release of stress and stress is a great source of fun, creating a sense of fluency and manipulation that allows the player to be more immersed in the stress of solving the game, continuous, cyclical experience of fun.

Design techniques for enhanced process experience in interactive design are:

1. Reduce the number of interruptions-for example, in the sale of sundries, each sold a two times to confirm how many gold coins will be sold, as a direct sell and get gold coins, but can immediately redeem the original price,

2. Reduce the interruption of feeling-the game will usually expect players to play the next game quickly, then do not eject large and complex settlement panel caused a strong interruption of the feeling, but should reduce the complexity of the settlement information and area, strengthen the integration with the interface;

3. Use larger, more intuitive controls-making it easier for players to make decisions and clicks, without being cautious;

4. Make the operation more convenient--such as MMOG in the shortcut bar, you can support the click and Use shortcut keys;

5. Timely response-let the player grasp the effect of their own operation at all times;

6. Create a combo Opportunity-for example, the immortal Taoist dragon in the day function provides 20 times a day free reinforcement, continuous Click will feel very cool.

--Emotional intensification: intensifying emotional effects--

Formal and neutral expression is a common thing for conventional software. The difference is that the fun of the game is also reflected in the alternating positive and negative emotions, strengthen the effect of emotional stimulation points can increase the mood of the ups and downs, resulting in more intense feelings.

The design techniques for emotional intensification in interactive design are:

1. Enhance the process of emotional stimulation--for example, when the monster's brain bursting can produce a strong sense of stimulation, CF, the role of less blood when the entire interface to red to the strong sense of tension, the king of Joy Bucket after the rise of the music rhythm faster, etc.

2. Strengthen the results of emotional stimulation--for example, when the plant vs zombies in the clearance after the new card will be full screen card, the Paladin cross character victory over the monster, the camera will surround the role of a week again results;

3. Emphasis on "My participation"-sword nets to show the novice game scene when the characters sit on the eagle overlooking the landscape, than just a pure landscape display to shock more, the settlement panel stressed that my results than the average display of all the results of all more exciting;

--goal-guided and flexible feedback: contributing to heart flow

The highest level of pleasure is the state of mind flow, that is, forgetting physiology and time. The three main elements to reach the heart flow are: Goal, feedback, challenge and skill match. Interaction design can have a more obvious effect on the effect of target and feedback, and the challenge and skill match is more design of planning.

-Target Guide-

When users use the application software, they usually have a well-defined goal, for example, "Keep your computer safe and speed", even when browsing immersive websites, they will have a general goal, such as "Look at some beautiful clothes", but the player does not have a very similar goal to play the game, The fundamental purpose of their game is simply to experience fun. But we naturally cannot direct the fun word as a game goal to attract players, but should be refined as a variety of task goals, and make people feel attractive.

Goal guidance can probably be reflected in the following areas:

1. Let the player clearly know the game "win" the way, such as playing longer time, a higher score, to overcome each other;

2. Inform the World Outlook, guide the player to understand and identify with the growth goals and mission, and generate a sustainable long-term momentum;

3. Continue to give the goal of subdividing tasks, to help players focus on the current game, which is also a lot of game task System mission;

The techniques for interactive design are:

1. Plain text description--the most boring;

2. Novice tutorials--rigid but effective;

3. Play the animation script--high cost but very good sense of generation;

4. Suggestive goals in vivid form-interesting and easy to design;

5. Let the player create their own goals-difficult, but Deep impact;

The first 3 articles are very common, and give the example of the following 2 articles:

Use vivid form to hint the target--defend radish:

The end of the road there is a radish, and occasionally shiver two times, the monster Non-stop from the beginning, the turret automatic attack monster, turret above a small arrow non-stop flashing upward, these vivid hints of the player "destroy monsters, upgrade turret, defend radish."

Let the players create their own goals-Immortal Road Group Fairy will:

From both sides to the internal phase-out, the interface center gorgeous dragon Ring Let the players themselves to create the challenge of attraction, as well as "the supremacy of the crowd" excitement;

-Flexible Feedback-

When users use the application software or Web site, when they encounter problems or complete a task, the system often actively pop-up dialog box to tell, all of this seems to be very natural, even sometimes this feedback is not very timely and harmless. But if you want to do this in the game, wait for the player to say "card".

The interactive design for feedback in the game requires attention:

1. Feedback to be timely and complete-especially in the process of intense game, timely feedback can help players quickly understand the current situation and decision-making, so that the whole process smoothly and immersed. BTW: When the feedback speed is too high to exceed a certain threshold, it may cause the player to react but this problem rarely happens, usually we are too slow;

2. Feedback to vivid-some tips do not always use the dialog box and other controls to feedback, for example, in the case of cost permitting, from the sky drop a heap of gold feeling Contrast pop-up a dialog box to tell the reward you 1000 gold will be more shocking;

3. Feedback do not interrupt the flow--for example, two times to confirm not to allow back, can ignore things do not use modal control in the center of the interface pop-up;

4. Unimportant, frequent, no need to operate feedback information in a very light way to feedback-such as only a few words;

5. The instant change of information appears near the current focus;

These examples are more common, they do not match the graph.

In summary, situational design, enhanced process experience, emotional intensification, goal guidance, flexible feedback, five points, is the game interaction design and other products in particular different places, in accordance with the basic design principles, tailored to the characteristics of the game, will bring more fun to the player. and software or Web site can also learn from these characteristics of the game, so that players play the use of the game, to obtain unexpected fun.

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