Beginner-guide-Invisible Compass

Source: Internet
Author: User

The Novice guide in the game is an important means to help the player to master the play skill quickly, especially for the novice players, the role of the Novice guide is self-evident. But many game designers magnify the role of novice-led, trying to make it easy for players to master everything through novice guidance. The resulting consequences are: the Novice guide More and more detailed, more and more long, the player in the game of active thinking ability, the ability to explore independently gradually reduced.

At present, many of the domestic game Novice Guide are very long, the longest even half an hour, the player in this half an hour of the mood is irritable, patient, adhere to, and very easy to cause the loss of the player. For example, there is a popular pattern in the country: Welcome to xxx......--Please click on the character button (character button highlighting)--please click on the Upgrade (Upgrade button highlighted)--please click off (toggle button highlighting) ... Oh, my God, what do you think of the player? The player is treated as a mentally retarded child as hands-on education how to operate, even halfway there are error feedback: "Current characters can not be upgraded." Why do these low-level questions have to be told to the player personally? Players are not fools, do not want to be so "education", they are eager to be active, is a sense of achievement, and such guidance must be contrary to the psychological expectations of the players.

So, what kind of rules should be followed by beginners to be successful and reasonable? I would like to use such a word to generalize: invisible compass.

The role of the compass is to help people find the right direction, the same, the role of novice guide to help players to master the correct operation skills, the role of the two is very similar, if you want to use the compass to describe the novice guide, the front is best to add an attribute: intangible. This is like the metaphor in interactive design, which is invisible, unseen, like air, but it is real and has an important role to play. The novice leads to the invisible, will let the player not feel his existence, and in the Silent Easy master play. At this point, players will feel that their intelligence has played a role. At the beginning of the game to give the player unlimited power and achievement, the player also has a great passion and power, imagine, behind the advanced play, players will be more patient to learn.

 Specifically, what points can a successful novice guide do to call it an invisible compass?

First: Embed the game through the NPC dialogue form.

The player learns to play the game gradually in the form of this kind of relaxed and pleasant conversation chat. At present, a lot of games are through this form, such as "Monster Hunter", the first game, the player through with the village head, blacksmith and other NPC dialogue, like a stranger to inquire about the situation in the village, life scene feeling strong, will not feel abrupt. Through dialogue, the player gradually mastered the basic survival skills. The advantage of this form is that information is communicated in detail and accurately. The disadvantage is sometimes too wordy, too much dialogue, too long time, can not reproduce the dialogue content, for the people can not temporarily grasp the opportunity to learn the second time.

Second: Guided by the triggering distribution.

The current action triggered by the player to give guidance, do not contact the things to say first. This is also more in line with player psychology, we usually have some resistance to unfamiliar things, also not too will pay attention to, if the advance of all things are taught to the players, is bound to cause their disgust and neglect, the player's usual practice is: "Skip". Like the first player in the RPG game, the focus may just walk, jump method, at this time we do not need to tell him the importance of equipment and operation, only when the player has laid a piece of equipment, will think its role is what, how to use him, if this time to guide the operation of equipment is appropriate, the player learning success rate is high.

Third, through a variety of interactive design methods to properly guide the player.

Interaction Designer is different from the copy designer, the key is good at using a variety of interactive methods (more graphics, dynamic) appropriate to express one thing, and the copy designer will only pass the text, up to a few pictures, this form of rigid, players are not easy to pay attention to the high cost of learning. Interactive designers have to express a variety of ways, especially in today's more and more advanced multimedia technology, transmission of information and ways and means of a variety of visual effects more and more good, interactive designers should use these developed technology, give full play to the imagination, design a better way of interaction.

In fact, the Novice guide has no fixed form and rules, as long as the full consideration of player feelings, to achieve the purpose of the Church players, reasonable design is successful.

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