12 principles of Internet product design starting from games

Source: Internet
Author: User

1. Push effect.

Pushing effect refers to the place where goods are available to the target buyer. Originally, the mall attempted to increase sales by placing tie shelves next to easily accessible channels, but the crowded channels not only failed to achieve the expected results, but also reduced sales. This is the so-called "Push effect" caused by the decline in sales. The promotion effect has the same effect on the Internet or on the game. For example, a large number of game characters gathering in a specific scenario can lead to confusion among players and increase misoperations.

Similarly, if an application has too many functions, it will lead to function aggregation, and the user will lose interest in the first impression.
The solution is simple. 1. Block unnecessary action behaviors of other players or users, such as a large number of people in the game hall. A large number of words do not need to be displayed. Only display the information related to the player or the user. 2. Do not combine the function to simplify the application and learn to subtract it.

2. Do not have a hammer to look for nails everywhere. The technology is used with caution and the function is used with caution.

With the advancement of technology, the popularity of smart phones, such as LBS, gravity sensing, and slide operations on mobile phones, has been widely used, but there is a tendency to abuse them. In the game, you may not need to use 3D technology to develop a good game, such as two-dimensional game Plants vs. Zombies, Angry Birds. Misuse of Technology will only increase development costs, not worth the candle. In mobile app development, some applications or games are suitable for new technology applications, such as Temple Run, which use gravity sensing and sliding gesture operations. Cutting ropes only uses sliding gestures, saving development funds to design and develop real games.

3. Although the network has a long tail, note that it is not easy to use without promotion.

Although there are many types of games and different audiences, according to the long tail theory, each type of games will find the corresponding audience. However, although the network makes the long tail longer, the game or application is still facing the problem of wide promotion. If you develop a niche game that is eager to serve the niche, it is a big problem to let the niche know about your game. At this time, it becomes a truth to keep your back on the big tree, and you need a "big tree" to promote your game. The same is true for games that serve niche products.

4. Let people continue and never let people fail.

When the game creates a certain sense of frustration for the players, it is time for the players to leave. The game must let the players continue. For example, the fishing talents will pay gold coins by time, so the players will not give up the game because of the "Broken production. To prevent gamers from getting frustrated, you must control the difficulty of the game. Players are often given "congestion" like fishing talents ". When creating a product, do not set rules by yourself or by team thinking, and guide users in good faith. Remember that products serve users rather than users.

5. Don't let me think.

The introduction of game rules should not be too complicated. People should be able to get started directly, otherwise they will lose users. Place the button you want the user to click in an obvious place, and instruct the user to operate by feeling, rather than reading lengthy descriptions. This is a "good" Practice for downloading websites. The most obvious Download button is the product or advertisement to be promoted. For example, for a well-known software download website in China, there are 6 "Download Now" buttons on a page ...... In short, Don't make me think.

6. Pay attention to the less obvious association.

Note that there is a less obvious correlation. Beer and diapers once pointed out that two seemingly unrelated items will appear in the same shopping basket, most consumers who buy beer and diapers at the same time are young fathers. In a complex cooperative game, a certain role may not be equipped for itself, and this equipment will be suitable for other members of the team, so the player gives away without permission, this will increase the friendliness between players and the stickiness to the game.

7. Balance.

Pay attention to the balance of the game. This is not obvious in simple games, especially for large strategic games. When the specific attribute of a camp is set too high, it will inevitably lead to imbalance in the strength of all players in the game, resulting in a large number of players entering the camp or selecting the same role. For example, in a game like the Three Kingdoms, the initial martial arts settings are still reasonable. However, as the game pursues profitability, some martial arts skills begin to "abnormal", which leads to an increase in the power of RMB players, if the relationship between RMB players and free players cannot be adjusted, the overall layout will certainly be faulty. If the Yuan players are too powerful, this will cause bottlenecks in user growth. If the Yuan players are weak, it cannot reflect the role of money, so there is no difference between spending and not spending, and players will naturally not spend money. As a product or game rule maker, we must balance the strength of all parties. Just like the kings of ancient times, we must balance the power of both parties, this will not make one party stand alone and threaten its dominance. For example, for a news platform on the Internet and Weibo, it is necessary to enable spam control, knowledge collection control, and self-expression control. Of course there is also a balance between some large and influential marketing accounts, specifically, it is like macro-control. Through the release of some information, we can stimulate various reactions of netizens and balance the interests of all parties.

8. A sense of accomplishment.

The most important attraction mechanism of a game is to make players feel a sense of accomplishment, which can be produced by the following methods: 1. A quick response to interaction can produce a small sense of accomplishment ). Interaction requires a timely response to each click, such as sound and vibration. It is like interaction that occurs when the android mobile phone's return key is pressed. Examples of specific games: Temple Run; music games: qq dance troupe, a variety of piano games; not very strict response games: various sports games, extreme speed, various shooting games 2 people like to upgrade, double. In addition to accumulating experience and upgrading people, we also need to feel the feeling of winning prizes. For example, in the game, the "several severe attacks" means that people must double the feeling. Note: people do not feel so objective. Doubling is not equivalent to doubling the number. Doubling may be three to four times the number. Pay attention to the application of this rule. 3. Similar to upgrades, the acquisition of various titles, medals, and costumes also gives players a sense of accomplishment and a sense of excitement. 4. The sense of accomplishment of "beating children. This is mainly reflected in some fighting games. In a shooting game, as the player's technology continues to increase, it is time-stacked.) He can continue to win in the game and beat new players, generate a sense of accomplishment that can be called "beating a child.

9. Rewards and Punishments mechanism.

The Reward and Punishment Mechanism of the game is equivalent to the level limit of the Forum and the point download. The Psychological Mechanism Used for point download: people always want to get something, which is relatively unacceptable if they do not ask for a return, this explains why download zones in well-run forums or communities can be well maintained)

10. Do not forget it.

Many games often hold promotions to recall old players. Similarly, Community Games use more clever methods and use the power of friends to bring them back to the game. For Forum communities, sign in to points to maintain user stickiness and "remember" them ". Youdao cloud note allows users to "keep in mind" by "sending space online ". There are various methods, but there is only one purpose. Do not forget them.

11. What should I do when I'm bored?

When you are not doing anything, will you right-click the computer screen and refresh the screen? At this time, it is time to find something to do. In the middle of game loading, We will notice that there will not only be a progress bar, but also various prompts of game operations, so that players will not be anxious, on the contrary, players will seriously "Learn" the precautions for game operations. I wonder whether you have noticed that the qq restaurant game has an additional function of playing the hamster, which is prepared for boring times. If a webpage is able to do things for its visitors when they are bored, it will surely hold on to its access traffic.

12. Details.

With the continuous advancement of technology, the current game or various applications are no longer as low-quality as the previous bully game, but the gaming types have not actually produced more, this shows that people basically understand the game, but in terms of details, such as sound effects, pictures, game plot design, and operation methods, they have improved, this greatly improves the player experience. In the current application, the improvement of the details has become an irreversible trend in the production of web pages, the picture is becoming clearer and clearer, and the operation response and switching link are already quite smooth. The details cannot be too harsh. Of course, efficiency must be taken into account.

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