Preface:
A fun game is to give players a pleasant gaming experience while playing the game. Generally, game quality can be divided into three levels: Normal, excellent, and classic. As long as the game can make money, a good game can be regarded as a high-quality game, and a classic game must have a profound game connotation, and even can generate peripheral products from this game: for example, adapting a game to a movie, toys and so on, with additional value. The quality of a game is determined by many aspects. Here we only focus on fun. In fact, fun is the most important part of a game. The beauty of the game screen, the player's play time, or the number of vertices in the role's main character's breast are the second.
1. Give the player a goal (enable the player to join the game)
At the beginning of the game, we should guide the players to "join"; otherwise, any policy carefully arranged in the future will be meaningless. When a player enters the game, he must know who I am playing, where I am, and what I want to do. To put players on the road, they must be given a target. This is the background of the game story and the importance of the role mission. Generally, when a player enters the game, the background of the story should be introduced and the mission of the player role should be given. In this way, players will not feel confused and have a goal at any time. At this time, the players started to go online. For example, the brave man fights the evil dragon and saves the world. Although it is old-fashioned, it is indeed classic. This is the initial task of Game Design: design the background of the game story and the general plot process.
Please join us. Of course we are not trying to help gamers. This kind of game design mentality cannot be designed to be fun. The mentality of game design has actually determined the quality of the game. In fact, you can determine who the game designer is. Just like what the world is, you can determine what God is. Heaven and Earth are insensitive, and all things are pig. If the sky is happy, the sky is old, and the moon is always round. Okay, it's far away. :)
2. Personalized roles (to the soul)
After the game story background is well designed, the game is not complete yet. To enrich the game world, we must give the game role a soul. That is to say, to portray a role's personality, to make every role different and vivid. A game role has no soul, so this game has no soul. In particular, the main character and the role related to the main character. Let's take a simple example to illustrate the importance of this: Take card games as an example. If there are two card roles, one is Zhao Yun and the other is Anna. What card Do gamers prefer? Zhao Yun's role has been deeply rooted in the hearts of the people, while Anna is a strange role, and players do not know anything about him (well, it may be a female role from the name ), it seems that there is a role without any soul. Lu renjia was born.
How to portray a role's personality? The appearance, character, and ability of a role can express the personality of a role. This is crucial to the choice of the game type. For a role that a player is not familiar with, it generally requires a story conversation to fully express his personality. This is no big problem for RPG games, but for games that do not have a story, such as card games that are currently popular or anti-tower games. Obviously, it is difficult for you to express the personality of a role. This design has entered a misunderstanding from the very beginning. In this type of game, it is best to select a role that the player is already familiar with. simply expressing the characteristics of this role or a common saying of this role is enough to represent this role. For example, "Three Kingdoms". Use CARDS to show the appearance and characteristics of a role, and use skills to show the character characteristics of a role. The role is like a living role.
To maintain the diversity of roles, players can always find what they like-maybe they only like his personality, maybe they just sympathize with his experience.
You cannot design a role that everyone likes. Even stars do not all like it.
Designing roles that most people like is a challenge. Planning is always easy to impose your emotions on roles, resulting in confusion and singularity of all roles. Planning your own personality is not necessarily what players like.
A better solution is to use existing materials such as fiction movies. This is why the Three Kingdoms games are so popular: The characters are distinctive, and the key is that there is no copyright fee.
3. Create demands (the manufacturing is not perfect, and it cannot be smooth along the road)
Players have the mission and the current goal. Otherwise, players may be confused when they enter the game and do not know what to do. Therefore, we need to guide players so that they can move toward the target. If players do not know what to do when they enter the game, how can they continue the game?
Tell the player what to do next. That is to say, it is necessary for players to generate demands.
How to Make gamers have demands?
For any task, we cannot make it easy for players! When gamers do not meet the requirements, the demand naturally arises. At this time, the player is on the road. When the player's needs are met, the satisfaction will be generated. People have material and psychological needs. How to mine players' needs and make the game profitable Based on players' needs is a deep learning.
Because of its imperfections, it will pursue perfection. Maybe not perfect is perfect. This is the case in the world, as is the case in games.
4. Game Rules (Love, justice, wisdom, compassion, and compassion)
The rules of the game are the conditions for victory.
There are many simple game rules that players are pursuing for a moment. Such as shooting games, fighting games, and Survival Games. The game rules only have the advantages, advantages, and disadvantages.
Game rules determine the playability of a game.
How to make a game have love?
Cooperate with gamers. Each role in the game is useful. In this way, we can't design a perfect all-round role. Each role has its own advantages and disadvantages, so that the roles are mutually dependent. Each role is unique and irreplaceable.
This is manifested in the category of online games. For example, the classic tie triangle combination: Tank, treatment, and output. The success of the team copy is inseparable from the efforts of every player. In the process of cooperation, players can make the game full of love.
Each role in a standalone game is unique, such as a classic RPG Game or a Dota game.
It is also a challenge to make the game full of humanity.
5. Faith (Declaration of the profession)
Each player has a reason to stick to the game. This reason may rise to the level of belief.
The easy way is to add a career declaration. I speak for myself!
There should be faith in the game, and everyone needs faith. Faith can give gamers unlimited motivation. World of Warcraft is a good example. Each race has a racial belief. The genius believe in the Holy light, the ox-headed believe in the earth, and the druid believe in Druid.
There is a saying among players in the warrior Profession: there is only faith left by the warrior. Even if a warrior is chopped into scum by a ghost crab, there are still many warrior players. The belief of a warrior player is fearless.
Of course, this has little impact on those without faith. However, those who share the same beliefs can have powerful power.
World of Warcraft added the pandatv race in version 5.0 to cater to the Chinese. Chinese people like pandatv, but it is not a belief.
6. arena (beyond yourself, the real enemy is yourself)
As the saying goes: the greatest enemy of life is oneself.
Naturally, it is easy to conquer.
A single-host game may end after the player passes the customs clearance and does not require an arena. For online games, the arena is the core of the game.
When everything is done by the player, or after all the game content is completed by the player, the player should challenge himself. That is, the functions of the arena system. Because other players are just as smart as you are. Maybe you do everything you can, but how do you defeat yourself when you face people as smart as you, or when your opponent is yourself?
There are disputes in some places!
Summary: Art comes from life, and reality is the best mentor. Game Design is actually a reflection of God's creation of the world, presented on every unique leaf and Snowflake. Games can meet the actual needs. Even so, the reality may be the most reasonable.
How to design a fun game-the art of Game Design