Hand Tour big Guy's hand tour What is the interactive system in the social system?

Source: Internet
Author: User
Keywords Mobile games mobile network games mobile games

At the end of the year many of the hand tour industry in the speech, also often hear their 2015 years of planning will enhance the social system of hand-travel as one of the development goals, then today we want to discuss the social system is the most easily recognized interactive system. (part of this article refers to the user Sun Mengsu answer)

Game user interaction, mainly exists in the network game for multi-user to provide communication services, is the focus of game design, in the mobile phone network game into the mainstream of the present, this problem is particularly important, a good network game logo is often to provide users with interactive opportunities and interactive fun, This important trait is quite lacking in the age of hand travel.

Traditional online games Social design ideas: collaboration, comparison and confrontation hierarchical interaction categories

From the traditional design level, interaction can be divided into several categories:

Collaboration: Accomplish common goals/support each other/form friends. Represented by countless social games on Facebook. There are many examples of lightweight games, especially the Japanese system.

Comparison: Psychological stimuli and comparisons, but do not emphasize confrontation, such as the personal Castle/Manor/room/achievement show in some online games. Also such as QQ show, a variety of rankings. This interaction is now the mainstream of interactive interaction, by micro-trust and other social platforms to play supernatural.

Confrontation: Through the choice of strategy and confrontation, in the competition to achieve maximum benefits. For example, a variety of display, development category of board games (Dragon owner, card song, Emperor and Hegemony, etc.). Although not each other face, but still can highlight the fierce competition.

Competition: Direct confrontation victory through strategy/awareness/operation in a closed environment. For example, Gladiator, CS, various RTS, bang/three kill and so on. This kind of interaction is more common in the game types such as Moba and so on.

Destruction: As the name suggests, step on someone else's body forward/take the younger brother or when the younger brother/foster slaves or slaves ... Well, in the exploration of the "evil" aspect of human nature, domestic game is indeed the world's leading not one.

For this hierarchical classification of interaction, in fact, from the previous experience of PC games, in the hands of the era of limited applicability, but also has its own limitations, the hand-travel era of interaction can not be like the end of the era, know that a reply to our class can be shared here.

The change of the interactive design of hand-travel: Changing the whimsical to design on demand

Game design stems from human desires, such as showing off Ah, competitive ah, gambling ah, is human nature. According to the needs of human nature, the design is described in Maslow's pyramid as shown in the following illustration:

1.jpg

Although the above picture is widespread, but I do not like, I think this picture should look like this:

2.jpg

(Of course, the above row of the argument, there must be a lot of explanations can be justified, the list of items must be more than three items, I just like this painting)

What is the gender requirement? Men like to seduce their sister in the game, in order to please her sister to do everything regardless of the price. Not only for their own pursuit of the sister, but also for the strange heterosexual. Most of the interactive games, "sister" this property itself with 200% Charm added is very obvious it.

What is the other person's identity? On the one hand, to show off, to make a mount, get a title, brush all the first to kill anything is this; on the other hand is to prove that they are worse than the other side, the game if there is a positive conflict, the player's emotions will immediately be mobilized, say what also want to give each other a little color to see, this is probably the original author said the

What is self-identity? A lot of games players enjoy the most things is their own 1.1 point to become strong (game data and Game technology), I think is self-identification.

What other needs are there? People are naturally good bets, I think I can not put the above three concepts inside, but it is not like a separate demand. People also like mental stimuli (coffee, alcohol, cigarettes, drugs), which does not seem to fit well. These two are the three great virtues of human nature: the yellow gambling virus.

What's the game? Satisfying people's desires through virtual activities. People naturally have these desires, and game makers will certainly find ways to satisfy them. In the case of profit-seeking, game writers will also find ways to stimulate these desires, which is criticized by "the use of human nature to circle money" thing.

In the existing game, these desires have been used. In generalities, I find these desires from strong to weak: conflicts between others, gender, showing off, gambling, and self-identity. To be honest, the need for self-identity in the game is strong, but the other few are more than that.

Interaction design is good or bad: game is important or moral importance?

Isn't this a good design? Divide the morals, the game sex two aspects say. Morality is an imprecise standard of judgment, and many things are both positive and negative, and this is (obviously) the case. So let's jump to the conclusion that the game design that encourages the player to hate is immoral for most people's morals and intuition. This statement is always politically correct, right?

It is even worse to say that the game is a standard. Let's choose one (which looks) to compare the standards of the guest: does this standard give players a good gaming experience? My conclusion: Yes, the design that encourages the player to hate will give the player a good gaming experience. Even if not played "journey", we also know that "journey" to spend an astronomical amount of money can be a dozen 10 or a dozen 100, you guess that one dozen 10 people cool? Of course, we know that the 10 players we're playing with are really upset, but the bad is also a good game experience: CS is a person's head is your reflex nerve is not good, the furnace stone is a drop of blood is your bad luck, DotA was killed is your level not, the journey by people as ants is you charge too little money ; Frustration is never a game design to avoid. What the? You don't like the frustration caused by the amount of money charged? Then go play a game that doesn't charge money. Player conflict is the player's psychological g-point, resulting in a sense of achievement and frustration are very high, so this kind of design itself is worth affirming, as to whether this is the point of the circle of money is another matter.

Summary: Through the above discussion, in the hand interactive system is still groping in the present, learn from the PC era of social characteristics of course is necessary, collaboration, comparison, confrontation of ideas believe in the next hand tour will occupy a place, but the hands of the Times should also have its own characteristics, Interactive design based on the needs of the hand-playing family is a better way than copying the PC age approach. With ARPG hand tour, Moba hand tour and other large MMO hand tour, interaction and a larger social system may become the 2015 hand-tour developers of the focus of the force.

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