Interactive positioning of the game

Source: Internet
Author: User
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Game interaction and Web pages, software, more concerned about the user's emotional factors, especially the need for frequent interactive operation, but also to take care of the main target users preferences. User interaction is not allowed, will give users in the game a lot of frustration, or spit out emotions.

Below through bubble warriors, global mission two shooting class game comparison to talk about the game of interactive positioning ideas. This is just about interaction, not about the visual style of the game.

1, to find out the characteristics of the game

1 Bubble Warriors

Description of the game features: Q version of the third person casual shooting online, pick up the pistol and opponents like Hide-and-seek play. Official propaganda: "Water gun shooting, childlike infinite" "not accurate shooting, easy hit" "4 minutes to enjoy real leisure."

2) Global Mission

Description of the game: The world's popular third-person shooter game, to obtain a large number of shooting enthusiasts sought after. The pursuit of a confrontational sense of stimulation, and a variety of weapons of professional operation.

2, the analysis of the target user preferences

Note: Here each game grabs a typical user description of the game's operating characteristics.

1 recreational types of shooting game users

2 professional sports type of shooting game users

By comparing the characteristics of both Zhou Jinluh and Liuzhicheng, it is easier to understand the different approaches to bubble warriors and global missions.

3, according to user characteristics to determine the main interactive characteristics

Shooting game Most of the operation is shooting, here we take the target range of this interactive contrast example. (Sniper is special, here excluding outside.) )

1) The characteristics of the bubble warriors aiming

Bubble Warrior's aim range is a "big circle", as long as the target frame in the circle, you can shoot. In this way, the target area is very large, do not need to deliberately precise aim, no doubt greatly reduce the operating costs, more suitable for casual user operations. Conversely, if the aim is only a point of words (although this is the case), such as Zhou Jinluh, such as casual user operation is very difficult, playing a down may not hit a gun, frustration is too large, not suitable for leisure positioning.

1) Global targeting characteristics

The aim of the global mission is a point, in the operation of the need to point to pinpoint the target body, and the target is often moving, so the two sides through the footwork and marksmanship game with each other, antagonistic very strong. This kind of characteristic is more suitable for athletics game user. Professional users like Liuzhicheng can gain operational advantage by practicing footwork and shooting accuracy. Conversely, if let Liuzhicheng such a professional user to use bubble warriors of that big Circle aiming, such professional users will feel "no fun, too unprofessional!"

4, other interactive style and the main tone of consistency

After the third part determines the interaction style of the core operation, the style of the rest should be coordinated or consistent with the core operation. Let's continue with these two games to see how they can maintain the same style in the rest of their operations.

1 Bubble Warrior Other style examples

Through the hall and room two key steps of the interface, we can see:

A the "Quick access" in the hall "create a Room" two major buttons are very prominent, it is easy to click, also can highlight the atmosphere of relaxed or Q, other information is relatively weak. This feeling continues the shooting of the "big Circle", can operate a large area, and can easily complete the operation.

b The room "Ready" button for the main operation, its characteristics and "fast access" "Create Room" two buttons similar to the same continuation of the shooting aimed at the "big circle."

2 The rest of the World Mission style examples

Through the hall and room two key steps of the interface, we can see:

A the "accurate search" in the hall "create a Room" "Enter the room" and other major operation buttons do not do too much special treatment, more comfortable, the button size is not exaggerated, enough can be. The basic continuation of its realistic characteristics.

b The same is true for the "enter" button in the room.

3 In addition to the functional and visual style will also maintain and interactive style of consistency (digression)

A) Functional: Bubble Warriors more prominent "quick join" function, is intended to automatically complete the match, easier to start the game, while the global mission has highlighted the "accurate search", "quick to join" button is smaller and more weakening, pay more attention to the players themselves to form or find a team.

B Style: The visual style of the Bubble Warrior button highlights its relaxed loveliness, while the global Mission's button style embodies its rigorous style.

Summary: The text only wants to let everybody pay attention to the interaction style localization, and has a general idea, can match the suitable interactive form according to the game characteristic and the user characteristic. The interaction style should be suitable for the characteristics of the target user, otherwise it will make the target user very uncomfortable. Suppose a bubble warrior leisure user, in the Bubble Warrior's casual scene in the counter-strike type of operation, it will be the operation of the user requirements too high, the frustration caused by too strong, the result is the loss of users.

Author: Adventures

Article Source: Kunlun ued Team Blog Reproduced please indicate the source link.

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