From the sense of the game, how the cottage design was born

Source: Internet
Author: User
Keywords Internet Games

is to do a different game, or cottage a successful game? This is really a problem. Why do many game designs have to be cottage? What's wrong with Shanzhai design? This paper takes the legend of the knife Tower as an example, and analyzes the design idea of its equipment point advanced hero.

From the sense of the game, how the cottage design was born

As a game planner, "game sense" should be a word that is often heard and mentioned. But the game sense is what thing, how to define and describe, I am afraid many people do not think carefully. As a player, the overall feeling of the game (black or black, funny or boring, tired or relaxed, lonely or lively, etc.), this can be described as a feeling, but when their role into game planning, the game disintegrated into a fragmented system, play, rules and values, The sense of the game also vanished with the process of disintegration. This article is to solve the problem is, try to start from the details of the design, talk about what is the game sense, and further, how to carry out a small system design, still maintain a sense of play.

First, let's take a look at how a cottage design was born, as well as its thinking and selection process behind it. Note that this process of birth is prevalent in any research and development team and should not be combated without distinction. Start with a set that everyone is familiar with: The 6-point-step hero of the legend of the turret. So the question is, why did the game insist on the design of the "cottage" to come? Even the first line of the factory out of the game such as the West, Dark Dawn, the Holy warrior star vector and so on. As a player, the unprofessional answer must be: NI still use to ask no moral integrity ah.

Why do many game designs have to be "cottage"?

As a professional game planner, the answer is this:

1, this question can be traced up to the game in the end to have PvE? The answer is obviously yes. Because, no pve where do you place the mainstream player? Where is the mainstream consumption habit? OK, now transition to the next question.

2, to determine to have PvE, then PVE is not the use of popular push-map form? The answer is, there should be no problem. Because, whether it is a stand-alone or mobile phone games, the player would have been more receptive to this form, using this kind of good understanding, and easy to use the form, understandable? Well, if most of these two questions are not in doubt, then maybe some teams will start thinking about the next question.

3, to determine if there is a push map, whether to have physical value? In the global success of the Tribal wars and the island of the surprise, there is no physical value, domestic situation can reference it? After thinking, the conclusion is: the main consideration of physical value to the player pay habits have a great advantage, as well as players on the physical value of this set to the degree of recognition, not too much negative emotions, so the basic adoption of the physical value of the set.

4, the above three points of thinking of the derivation process is no problem, then a very obvious problem will be immediately in front of the research and development team: Push the map to drop what? Of course it is something that can improve the hero's ability, and the pit must be very deep, because physical strength determines the cycle brush. The first thought of the nature is experience, the level of common difficulty to lose experience plus a small amount of money, no problem. Then of course the development team is feeling, and then think, such a common level is interesting enough? What about the other games? In this contrast, the problem comes.

5, the research and development team naturally took out the legend of the knife towers to contrast. Ask about the legendary players in the turret, or a few hardcore players in the team (planning, this basic requirement or must be met, the answer is that the legendary equipment system is very good ah, brush the common level is very feeling ah, every day is looking forward to ah, lost a good outfit very excited ah, all kinds of eyes glowing ah. As a feeling of planning, capturing the players of the excitement of course is incumbent on the matter, so decided that our common level can not lag behind, must let the player brush up have feeling. It is obviously not interesting to lose the common Book of experience and money.

6, since the decision to open dry! After careful in-depth analysis, here to expand, in-depth analysis of the point is that to restore the player to brush up has the feeling, then the design must meet the following key points: the first day to maintain the frequency of stimulation, can not brush the day nothing; Finally, it is important that the pit be deep enough, otherwise the whole system will not play and so on (planning may also list some other points). Analysis to analyze, to meet these points, it seems that the legend of the turret has been the best form, there is no way to do better. Although the copy comes to the heart a little bit tangled, this is not a cottage? But was persuaded by some other voice: the player is already familiar with something that accepts low cost; the form of unimportant feeling is more important; standing on the shoulders of giants is necessary; Our cottage a system does not represent a cottage the entire game at least play or have a difference blablabla (in some cases these reasons can be established, Don't overdo it ... Of course, do not rule out not to think directly without the brain cottage, also do not rule out the firm cottage the whole game, the firm of each system rules are copied, firm heart without entanglements, not to bite me ah? But regardless of thinking, determined not firm, anyway, the result is a cottage.

Two problems in cottage design: lack of game sense and deficiency

The above several steps, can restore a cottage design the whole process of birth, you can feel, it seems very reasonable, isn't it? But there are two problems with this seemingly plausible cottage design:

1, the player has experienced a similar system, in another game to see the same cottage form, there will be a significant feeling of nausea, and in the early game of this disgusting feeling is very easy to directly caused by the loss, even if the real game behind the feeling will be better, also useless. There will be students ask, this is only your subjective feeling, do you have data support? The data do not, and it is hard to show how a highly similar system can cause additional loss through the data in a single game. But the students who do the promotion should have an intuitive impression: as the manifestation of the same game (such as card, horizontal version of the fighting, etc.) more and more, the same game is becoming more and more difficult to absorb, need to spend more money to buy the player's head, but also the value of each player to create less and less.

2, if the 1th money or dad can solve, do not care! So the 2nd point is about the game feeling. Let's say we perfect a design, system, play, rules, including the interface is the perfect copy (it is difficult, at least the item name you want to change it, this change in the name, IP fit and fell under), the value is completely accurate reverse, but the final will bring to the player's feelings still vary enormously, why? Take Dark dawn, for example, assuming that the 6-point-step hero's design is 40% in the legend of the turret, dark Dawn did exactly the same, but the other 60% different AH (of course, there are 100% full copy, please go back to the previous question), this 60% inside of the different, will have a corresponding impact of 40%, That is, the sense of the game will change, players play the game is the whole. So this system in the legend of the legendary players play with relish (output cost-efficient appropriate), does not mean that the complete cottage in other games after the same relish, it is likely to become cumbersome (such as the game is already very heavy). This shows that copying can be copied form, but it is difficult to copy the system in the original game feeling.

The design idea of the weapon Point advanced hero in the legend of the turret

So the question is, how does the creative design come about? The same problem can also be converted to, how the legend of the turret to come out of the 6 equipment point of the hero this design? Here is a thought, not necessarily correct, as a reference bar.

The first thing to do is to set a tone for the game: make the difference. Often many teams begin to play the tone of the game, and it is safe to follow a successful game. This differentiation, in the legend of the turret, can be split into two parts:

1. The difference of combat form. Regardless of the old and new players, are very concerned about the performance of the battle, in fact, not more than 3D more cool, but how different. Not the same will eliminate the first time players see the game when the nausea, can improve the conversion rate.

2. Develop the difference of feeling. Nurturance is one of the important elements in the network game, in the form of differentiation, can bring players with the previous game compared to different cycle rhythm, can enhance the retention rate.

Since the example of this article is 6 equipped with the point of the hero, then the difference in the form of combat is not talked about, only to develop feelings. When the legend of the sword on the line, you can refer to the card games are not many, my name is MT should be representative. Mt Hero is a single form (only advanced), then how to do differentiation? Can be simply changed into two-line forming (Advanced Ascending star). This can be seen as the first motive for the legend of the turret in designing heroes.

Remark 1: Experience is also a form line, but as a guarantee to release, so skip.

Note 2: Skills are also a form line, but not within the physical cycle, so skip.

Decided to do a double line to develop, the next question is how to do? Star and advanced, why there is no cottage MT card synthetic way? The problem is traced upwards, and may not allow the same hero to play at the same time with the legend of the turret, and the interface and operation need to be simplified (Mt advanced Feeling is good, but the process is slightly painful), because the analysis is too long and wordy, here is not in-depth. Of course it is possible to make a difference for different purposes.

In the end, the same in-depth analysis, the star used a relatively simple method of debris accumulation, advanced use of more interesting, but also with the knife tower this subject more than 6 points of the way (IP utilization is also very important, can better stimulate the interest of the player). These two ways, but also very natural to put in the ordinary level and elite level release, and in the end, for 10 continuous pumping and other related systems, design also gives a better solution. So far, the creation of the natural birth, based on a new form to think about a reasonable sense of the game, rather than based on the existing sense of play, to think about a reasonable form of expression, this is the innovation and the cottage in the starting point of the difference.

Of course, now looking back at the legend of the Sword Tower, it is a suspicion of hindsight. But to be sure, any team making innovative decisions is zhuizhuide and unsure whether the player really likes and accepts the "New way." About beginner, is to do a different game, or cottage a successful game?

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