Play games, often encounter some of the game's feedback frequently interrupted the normal game, destroying the game's immersion feeling and fluency. Reasonable feedback design, can avoid the above problems, but the form of feedback is rich and diverse, how to choose the right way to hint is a lot of designers think about the topic. Here to talk about some opinion, I hope to discuss with you.
First, do not interrupt users at random
Players in the game to feel a certain cultural mood, virtual life, the less rudely interrupt their behavior, the more conducive to the player immersed in role-playing. Players play a role, is to immerse in the virtual world, rather than playing interface, not to just interact with a variety of interfaces. Frequent unreasonable feedback window, or do not see the due feedback, will affect the player's immersion (also can be said to be "flow" state).
1. Need obvious feedback, but don't interrupt me
In general, we expect the operation to have effect feedback, most of the game in the feedback does not need me to confirm each, unless this feedback does not handle will cause me loss or can not continue the game. Here are 5 common examples.
Example 1: Combat feedback
When fighting, we focus on action or skill control, and other events should be as little as possible to interrupt the combat situation. Combat damage, etc., can be displayed instantly.
Note: This article takes the "World of Warcraft" game as a picture example.
Instant Feedback in combat
Example 2: Task Progress Reminders
When you kill a strange, feedback completes the task of the first few strange, need to know, but do not need to confirm. This feedback is typically displayed in the visual focus area of the monster to determine the current progress.
Kill a freak. Task Progress Tips
Example 3: Get feedback on something
When I get experience, things, and so on, I usually expect to get feedback, because I can't see more of those things in my backpack, I just need to let me know instantly. (now in World of Warcraft when picking up items, there will be animation in the backpack, but also a very good feedback method)
Get Feedback on experience
Example 4: Role Current status
The character currently has a variety of states such as blood, blue, dizziness, and so on. The addition of blood in a certain period of time to automatically emit a blood response to the number with a plus sign, vertigo is a more image of the stars to take the visual animation mode.
The role is in the Vertigo State feedback
2. I want a stronger sense of achievement or satisfaction.
In the game, players mainly meet their potential great needs (citing Freud's point of view: people in social activities, all the thought and behavior in the cause of their own more perfect subconscious. The goal is to satisfy one's sexuality and realize one's greatness. ), by controlling the role of the task, fighting, manufacturing and other growth methods to meet the needs of the great sense of the heart, so in the role of the growth process, I will continue to give its affirmation and sense of achievement, so that the players continue to accumulate a sense of inner greatness. Upgrade, super ability, complete the task, help others will increase their inner greatness. So we in the player upgrade can meet the needs of its great sense, should not be stingy to give the corresponding visual feedback effect, and then fit the desire of the player's heart.
Example 1: Upgrading
Upgrades generally have strong visual effects to enhance the player's sense of accomplishment in the upgrade.
The gorgeous effect of the upgrade
Example 2: Skill effect
Each of the moves should have its own unique effect, the more image, the more fitting the vision of the moves, can give the player a good sense of satisfaction.
Warcraft Skill Effect
3. Remind me, but can be very good to ignore
Some of the feedback in the game is a notification nature, and the system will notify you of something you might want to know, but it has nothing to do with your current operation. Some important notices can be used in more obvious forms, such as the use of light effect of the icon flashing, and so on, the effect of the strength of the notice depends on the importance of. For example: Friends online/offline reminders, mail and so on.
Example: Buddy Online/offline reminders
Friends on line and offline, itself and game play is irrelevant, some players may need to pay attention to, that is, to be able to ignore and give a hint of the demand. World of Warcraft, friends online and offline notice, displayed in the friend button next to the chat box above, showing 3 seconds to disappear. In the information group to take care of the information area (and chat box probably in the same position) of the central display, and close to the friend button,
Friends online Notice
Second, the reasonable interruption
Interrupting a player requires sufficient justification. Some feedback, must let the player processing, otherwise cannot continue to carry on or give the player to cause the loss, at this time we generally adopt the modal pop-up box the form force the player to know or confirms.
Example 1: Off the line.
In this case, the player must deal with, we all know that there is often a short break network, there may be a quick resumption of links, World of Warcraft is first in the chat box to give a hint, after a while not connected, then return to the login interface and give clear feedback. If the web game is a direct pop-up box prompts, because the network restore after the player can refresh the page to enter again.
In the first chat box to give prompt immediately
Confirm feedback after breaking the network
Example 2: When I do an irrevocable (or a very high cost) operation
This time must use the modal box to confirm, otherwise will cause the loss to the player, the latter brings the necessary trouble, the player loses or cannot return, also may give your customer service call, thus increases the customer service pressure, at the same time the player itself is also very vexed. For example: RMB prop purchase, discard a good equipment, talent choice and so on.
Tips for learning Talent
Example 3: Role death
When the character dies, it is necessary to deal with the death, or the game will not continue, this time also need to give a clear or modal confirmation.
Tips for role death
Summary
In short, the hint is based on the importance and satisfaction of the sense of the mode of presentation is also important to have to deal with when the use. But how to let the modeless situation, that is, to meet the prompts, and let users "ignore the neglect, the attention of the attention of the time", is the need for designers to flexibly use the hint way, and even creative better way to hint. In this paper, the two major forms and the application of the specific form of the hint for the peer based on specific circumstances, as appropriate.
Author: Adventures
Article Source: Kunlun ued reprint Please indicate the source link.