A few skills to create a popular hand tour

Source: Internet
Author: User
Tags new features touch

Everything in the future is moving end.

Mobile-end technology not only changes the way we search the Internet and play games, but also changes our way of life. So it has attracted investors, and it is not surprising that they are pushing the mobile-end platform to a wider audience.

Reference: Popular mobile end user input mode design

There has been a lot of discussion about how to create an Easy-to-use mobile app that makes the user experience fluent and seamless, but few people talk about the experience of a hand-play family.

  What is the gameplay and player experience?

You guessed right, gameplay is the usability of the game.

Playfulness is an indicator of the game's fun and usability, especially the way it interacts with the game and its quality. It is the quality of the game process.

Just as the 10 revelations of Norman, which has become a usability guideline, there are also a lot of gameplay implications that can be used as a judgment tool for game design. The gameplay revelation is a series of guidelines for improving game design, while the player experience is also related to game improvement.

The player experience is the overall impression and feeling of the game. It includes all aspects of player game interaction, from downloading the game to being fascinated by it, or deleting it forever.

  The challenge of the user experience of hand tour

Hand swims are not like PC games and game consoles. There are some major differences between the 3 main gaming platforms, which need to take into account the player's experience.

Screen size. In the case of competitors, PC games and games consoles are played on the "big" screen. This has a huge impact on design.

Human engineering. Perhaps the biggest challenge to mobile end user experience is that the player is actually holding the device in the game. This means that players are holding game controllers and screens at the same time, increasing the difficulty of designing ergonomic user interface designs.

Touch screen control. Touch-screen lack of touch feedback makes it harder to provide the same gaming experience as PC and game consoles, especially in more complex games.

Taking into account all these limitations and opportunities, hand-travel developers seem to be more focused on casual games, of course, hand Tour is not limited to this. But how do we use the power of the mobile-end platform and at the same time minimize the discomfort caused by the small screen and the strange manipulations?

  Create a simple and friendly tutorial

People generally believe that players hate tutorials. That is not the case.

Players hate those heavy text tutorials, too boring, it takes a long time to complete. Unfortunately, most hand tour tutorials are in this state. Some developers prefer not to set tutorials, which are useful for a lot of Flappy Bird games.

But a good tutorial is helpful for the player experience. It gives people an intuitive understanding of the game's plot and basic operations, and promotes gameplay and ease of play.

Useful tutorials are short and understandable, with as little text as possible. It attracts players to start playing at once. Be sure to leave the "Skip Tutorial" option available to the experienced player and keep the tutorial in 1 minutes for other players.

Twodots's tutorial is great. At the same time, you are learning how to play a few primary hurdles.

  For small screen design

The limited screen size makes every inch extremely useful, the designer must use space wisely, and the posture of the user's handheld device. In most PC games, action buttons and control options are crammed into the corners of the interface, and the experience on the desktop is natural, but not available on the mobile side. General mobile phone users difficult to touch the corner of the screen. Therefore, it is best to place the most important button in the center of the screen. This is mainly for the vertical screen, but in many cases, it also applies to the horizontal screen game. Some games do not even support horizontal screen mode at all. If such a restriction allows you to design a better gaming experience, it is absolutely essential to follow.

  Using intuitive gesture manipulation

Although there are so many shortcomings in the touch operation of hand-swim, it has a unique and vital tool-gesture. This is one of the reasons why touch-screen hand travel has been such a great success. Who doesn't like to tilt the screen like a steering wheel, rather than play a racing game with a button?

Gestures make the game more natural and fun to play. It also provides a good innovative soil that breeds a more interesting solution to the game. But keep these gestures at an intuitive level. The double finger scaling gesture, which is already familiar to you, is not justified in a completely different operation. You can delve into the background stories of your game and try to figure out a new gesture operation through human behavior, and the player experience will benefit a lot.

The popular angry bird of the year is an excellent case of gesture manipulation from the real world, where you use a slingshot to catapult a bird.

  Designed to be playful and fun

The game must be interesting.

This principle overrides all other principles of play. In fact, if the game is interesting, it's all well. It can make users addicted, even if there are major errors, rough design. Take Flappy Bird--it doesn't have a smooth, easy-to-use design, and no intuitive gestures. Only Click. But it did rush to the App store list because it was fun.

"The game first has to be interesting to the player, then to the designer, then to the computer." ”

Don't be afraid to challenge users and make them think (sorry, Steve Krug), by not forcing the means to provoke curiosity. There is also a way for users to continue to play, is to continue to update the game, the introduction of new features and game mode. Subway Surfers is a good example. It's a typical run game, but the cool thing is that you can occasionally discover new cities.

  To design a meaningful game

Hand travel is a dynamic experience, with clear user-readable and easy to feed is the first condition. The game must be reasonable for the player. It has to have clear goals and incentives. Everything that happens in the game should have a clear and understandable reason.

More importantly, it makes sense for the player to feel in control of the game, and there must at least be some way to win.

  Conclusion

Creating a pleasing player experience, of course, is more difficult than speaking, thanks to the flexibility of hand travel, even after the release, you can make almost any interface changes. Make sure that you track the way players interact with the game interface to see where they are experiencing difficulties and to improve the user experience accordingly.

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