Analyzing RTS design tips for porting to social gaming

Source: Internet
Author: User
Keywords Social games players we can

The new social games show us a lot of unexplored content in the field of video games. Over the years, with the gradual evolution of hardware, we have created better image effects. has always been to board games, card games and the core of the pen and paper game of social networking in computer games to find their own location, generating can be compared with "Halo" and "World of Warcraft" comparable to the experience of many people. In this field we explore the familiar notion that people are more likely to play games with others than alone.

Instant strategy (Game State Note: hereinafter referred to as "RTS") subject matter also belongs to this category. Games such as Command and Conquer and Warcraft III have enabled fans across the community to know each other by playing games and posting posts on official forums. So those who have had years of social design experience have no doubt become the designers of today's social games. Next, let's look at the similarities between the two types of games.

Command and Conquest (from Dvhardware.net)

Natural game Cycle

Most RTS designers believe that the "two-brain" approach is most important for RTS. This is the most sophisticated and complex game mechanism in all games. The designer created the entire "eco-cycle" in which players had to collect resources, build infrastructure, use infrastructure to produce combat units and more resource-gathering units, attack enemies, and produce more combat units with collected resources after death. This is the typical way RTS uses the left and right brain to create a fun gaming experience. Collection, construction and recovery are on the one hand, spending, fighting and destroying others are on the other hand, both of these thoughts appear in the game at the same time. For me, this design feels balanced, natural, and easy to understand, because it is in some way similar to the real world.

The idea can also be applied to free value-added social games, where there are often complaints that such games lack depth or meaningful gameplay. The solution is in front of us, creating a complete and natural ecological cycle, deepening the game and letting players realize that their choices can have an impact on the game.

Embedded Profit model

The RTS game has the best economic micro-model. For most RTS games, collecting, buying and selling is a very important part, as is the case for most social games. RTS designers must understand economic principles in building games, like free value-added and social game designers. The inability to control the way money flows through the game can be devastating. If a unit is too cheap, everyone will buy it. If it is too expensive, then the unit may be forgotten by the player over time. The same is true for props in social games. The cost is too low to let the game out of control. The architects of the open economy do not understand how important this principle is, because most props are connected to the game by making the player more powerful, and they are balanced by rank. If you're designing a loop-style game, then an economic error can cause the entire game system to get out of control.

Stacking game system

In social games and RTS games, simplicity creates the complexity of the game. If you analyze the movements of these two types of games, you will begin to see that some very simple systems play a role. They stack these simple system layers to deepen the gaming experience, which makes both types of games more interesting. For example, the RTS that can move units and fight with these units is much more interesting than RTS games that can only move units. The same is true of the FarmVille. As the system is stacked hierarchically in a linear manner, its impact on user awareness is exponentially increased. That is to say, 5 systems look like 6 to the player, and 10 systems look like 20. As a result, the number of final systems is too large to allow players to distinguish them, and players will think the game is much larger than they see. World of Warcraft is the best example. You can make this game a lot of systems, but when you're playing games, the stack of these systems makes you feel much bigger than it actually looks (game state Note: Wow's system is especially big).

Farmville (from shinyred.co.uk)

Fast Game Play Method

I have read an article saying that flies are the fastest evolving species on earth. They think the reason is that flies can multiply and live a very short life. As a result, flies may breed for thousands of generations during the lifespan, naturally choosing the most suitable individuals in a genetic mutation, allowing the entire race to evolve forward. If we take the life cycle and the possibility of mutation as a key factor in rapid evolution in the short term, we can consider the length of the game cycle as a lifecycle, and consider the possible changes in player options as mutations. In RTS and social games, the cycle of the game takes place very quickly (game state note: But for different reasons). This allows us to quickly look for delays in the design. Also, RTS games show a high frequency of player selection, which allows us to understand the player's behavior and preferences faster than other game themes.

Information dissemination is also a problem. In social games, we have to simply spread a lot of knowledge as quickly as possible to the players so they don't get bored. The same is true for RTS games, but the reason is fast enough to keep the player's unit from being killed. The slow spread of information is common in other themes (game notes: Except for first-person shooter), but the speed and spread characteristics are not applicable to social games.

Intensive social Behavior

Many games have successfully built communities. In fact, it can be said that all the great things will naturally build a fan community. This situation is particularly noticeable in RTS games, and I happen to experience it firsthand. Perhaps the RTS process is intense and requires a certain amount of skill, but the theme is the most active and loyal fan group game in the world. Even when we released the Command and conquer 15 years ago, it was part of the game development to consider how to support a large group of fans. It's still in an age when the Internet isn't universal. For RTS designers, understanding and working with fans is part of advanced training. Designers with such skills use them in social games, engaging with fans and making the most accurate analysis.

Popular play

I used to play a host action game, and then was forced to leave the game a week time. When I have time to play games again, I find that I have no way to continue to play. I was forced to start afresh, and the result didn't get through the whole game. These games use the linear difficulty process. Once you start, you don't want to stop until you get through the game. The RTS situation is different. In 90 minutes or less, you can complete a game loop. It is true that the game may take more time, but the principles in the new cycle are the same as those previously experienced. The strength of this approach lies in its popularity. This means that players are much simpler to return to RTS games, unlike shooting or action-adventure games. In the design of social games, popularity can be counted as a secret weapon. If I don't know what I'm doing or what I'm going to do next, I'll probably leave the game.

Conclusion

It is ironic that the most hardcore themes in the gaming industry are so similar to the least hardcore. It's really great to see the RTS designer use all of the skills he has mastered in social games. Skill transplant is natural. It lets me see that the game is not just linear, it's more like a loop continuum. If you want, you can call it a "game loop."

As a company with a long history of RTS development, it is gratifying to see that our designers are able to accept social games and apply their skills to the subject correctly. The popularity of the subject matter allows us to correctly understand and serve our new fans while introducing a deeper gaming mechanism within the framework acceptable to the player community. So when players are looking for good games on Facebook, Google + or smartphones, we're ready to attract them.

This article is from: http://gamerboom.com/archives/37810
Original English: Http://www.gamasutra.com/blogs/EdwardDelCastillo/20110919/8476/From_Real_Time_Strategy_to_Re

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