3. Game Behavior System
The game's behavior system is actually the game's input/output set determined by the internal operation mechanism of the game.
What a gamer can do in a specific game system or cannot do. The function of the Game Behavior System is
It is also an important part of game interaction.
3.1 Closed System
Any game's Behavior System is a closed system. Players have both the selection and processing capabilities
It is strictly restricted in this closed system. This closed system has its own unique response mechanism, corresponding to a certain amount of loss
Input to generate a certain amount of output.
A closed behavior system has two elements: interactive means (lost/output means ). Interaction rules (input
/Output ing ).
3.2 interaction means
Currently, we are familiar with computer Interaction methods, such as menus, windows, and mouse operations. Both are created
Based on the research of the previous stage of computer science and technology. As shown in the preceding figure
The factor is to first obtain experiments and Applications in university laboratories, and then become the actual standards of the industry. And
Gaming software, which has the fastest response to the market and underlying technologies, often uses these research results as early as possible. Of course, currently
The interactive means have great limitations, with too much computer color, such as the keyboard, mouse, VR soldiers should not
A series of messy buttons (the key setting is a stable and closed Behavior System. Currently
Very popular research areas such as human-computer interaction and Virtual Reality
Eality), if you can break through the technical difficulties, it will be much better than the current interactive means.
They are in the fantastic virtual gaming world, bringing a strong sense of presence. Such a virtual physical world and
An Illusory emotional world, together, will produce the most exciting form of entertainment, and Its Expressiveness will make movies
TV is outshine. Of course, this is probably a very distant future, because it is technically difficult. (Virtual current
The real-time processing capability of the real system, the multi-line topology of the game story, and its data organization are used to increase the self-sufficiency of the game.
The two biggest Bottlenecks of degree are not described here)
3.3 interaction rules
As the second interaction rule (input/output) required by the behavior system, it should be dynamic,
That is to say, in the course of a player's game, the reaction mechanism of the game's behavior system has never been static. Games
Players can learn, use, obtain feedback, and internal mechanisms in the game process. At this time, the game should improve its reaction mechanism,
Force the gamer to adjust his learning experience and give feedback on the Operation curve, basically keeping the game fresh throughout the process. When
However, the reaction mechanism should adopt a gradual change method to adopt a downward compatible and progressive behavior model. The current experience is the future.
Available and useful, but in the future, it will not be completely handled by the current experience. That is, the future is true.
Subset.
Article 3 game design guidelines:
The gaming Behavior System is a closed system, but not a static system. Downward compatibility and progressive development should be adopted.
The show behavior model makes the game as challenging as long as possible as it is not "tested" by gamers.
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