4 Big tips for Zynga games

Source: Internet
Author: User
Because Zynga's understanding of human nature makes the game a success. Zynga, a gaming company, has been a controversial player and has recently been accused of a lack of originality in the game, and there has been a buzz about its share price. But there is no doubt that the company is still one of the most influential social media gaming companies in the world, and its games are being developed to stop the vast majority of players. This means that Zynga has managed to grasp the player's psychology. At the same time, they have in-depth insights into the understanding of game design Psychology, the basics of interface design, the necessity of social design and the importance of large data. It is because of their understanding of human nature that they create the success of the game. Recently, Zynga released the "FarmVille" game sequel "FarmVille2". "FarmVille" has permanently changed the pattern of Facebook games, winning 60 million of users around the world, firmly occupied the top of social games. So why is this game so hot? The game's design director White Bagwer Wright Bagwell, creative director Mack Macasi (Mike McCarthy) and general manager Molin Fan (Maureen Fan) revealed four secrets. interface to "Glow" the original Farmville has a typical board game interface, and Farmvillie 2 is a beautiful 3D animation space, it is obvious that this change is intentional. One of the principles of the new interface is "glow of vigor", which can make a wonderful reaction to the user's operation and make the user have an electric shock feeling. People know how it feels to touch with their fingers. Bagwell said: "People all their lives touch, in the real world, this feeling of touch can immediately feel, in the game, we hope to achieve the same effect." "Response speed is an important aspect of this effect, but more subconscious fluency is worse in importance." Zynga engineers have done a lot of testing to understand how players react to certain behaviors in the game. Luckily, they finally found the most satisfying and interactive parameter for the player, which can vary according to the importance of the event in the game. Zynga also knows the importance of the UI is self-evident, "for example, the Toyota Camry and BMW M3 have the steering wheel and brake, it seems no different to open, but when you drive the BMW acceleration, you can realize the great difference and the pleasure." "Bagwell explained:" Two games may be more manipulative, but only after experiencing the perfect touch effect, will find the difference between the two. "Balancing the rewards of both the average user and the high-end player is essentially based on the work-reward mechanism," he said. You can get a return on money, goods, or new skills by accomplishing some tasks. These rewards will allow you to do a better job, get a bigger payoff, and cycle. "What the player wantsTo buy money, there is a natural incentive to make money. This is an important feature of a good game. Bagwell said, "If the money is too much to know how to spend, it means that the game tired." "The biggest challenge for game designers is to make this task challenging for the vast majority of users, but to attract those who are willing to rack up the hurdles." In Farmville, the economy is based on a single currency transaction. For example, you sell the tomatoes you grow, and then you buy new items with the proceeds. Farmville 2 is more complex, creating a farm-based ecosystem. Besides being sold, crops can be used to feed animals, and animals produce fertilizers, eggs and milk. Eggs may be handmade pieces of material, and fertilizer in turn to promote the growth of crops, so reciprocating, forming a complete cycle system. "We found that the player is divided into two kinds, one after entering the game just a little mouse, see animals Dance on the farm." Another type of player is to delve into the game strategy. "Bagwell said:" Two weeks after the release of the game, we saw players released a variety of crops and animal information. "Balancing the rewards mechanism so that both the average player and the high-end player can play well is really a deliberate effort to make sure that the player is playing and the rewards for the high-end players are not too much, or that too much success will make them lose interest." Zynga's 4 big secret games to give players a comfortable experience video games are often full of explosions, dazzling colors and violent tendencies, Zynga has a new approach to Farmville players, the study shows that playing this game is a way away from the pain of life, relax the body. "We are constantly getting feedback from players that our games can be relaxed." "People's lives are occupied by busy jobs, and Farmville can make people relax for a while," says McCarthy. "So Zynga has done an easy and entertaining job, and the game is inspired by a painting by Nomain-Rodeville (Norman Rockwell) in the 50 's. The goal of the player is to bring the farm family back to prosperity. In the design, this game no music, can hear only the breeze and birds, many players to listen to this background music, specifically open a window, let the game run itself. "I think Google is the best search engine, why?" Because every time I visit Google, the screen is a whiteboard, there is nothing to frighten people. "It's very important for players to be able to feel that kind of tranquility in the game," McCarthy said. "Response to user feedback for long-term development Farmville 2 the most amazing team is their own background, many team members have been involved in the development of the game, such as" Radiation 2 years of life, "" Death Space 2 "and" Vampire: Masquerade "and so on. Zynga has asked them to qualitatively and quantitatively study the game development cycle. Developers analyze user feedback, game data toAnd sales figures to determine whether the decision is correct or not. "People especially like the fantasy things in Farmville, like unicorns," he said. "So in Farmville 2, we added some more fanciful Halloween elements," says Morin. But players tell us that they like Farmville 2 to have more realistic style. So when we create animals now, we make sure that these animals are real. "Fans tell Zynga that they don't like Halloween material, which is reflected in the game manager's message board and feedback data. The player didn't buy Halloween material, and the only other buyers who didn't have much to play with, it was a mistake for Zynga to understand Farmvillie 2 's Halloween documentary. "We need to create a world in which people like to participate," McCarthy added: "Even if the data we have at hand shows that the player may be excited about something, it may be that the player is likely to click on a new button just because it is a new element." "You have to analyze the data at hand from a long-term perspective in order to better design the product." "This paper compiles from co.design (ice rock)

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