On the code of game design from the storm of the journey

Source: Internet
Author: User
From the Leyes game design World: http://leyeslau.blog.sohu.com/88371294.html

2008-05-25 | From the "Journey" Storm talk about the game design code
Tags: web game design Code May 19 ~5 Month 21st for the national earthquake mourning Day. Online game stop three days operation. The author has no intention of discussing the significance of this matter, but it is undeniable that it not only makes the game company lose revenue, but also makes them have to bear the pressure from the players. For players, they lose more than three days of practice and game time. In a well-known network of the announcement of the game appeared in such text: "Due to downtime three days, the prosperity of the gang lower, has used the ' timeliness props ' to reduce the use of three days, resulting in the loss of the vast number of players." ”
In this case, will the game company do something to protect the interests of the player. Many of the companies and games I have seen have not made any moves, or have been compensated by the time of open double experience. And this time, "journey" once again come up with a refreshing way: (The following excerpt from the official Journey of the website)
Because including the journey and so on all game operators stop operating three days, many players in the three days can not be normal game, in order to reduce the loss of the three-day journey players, in the May 21 service area opened, the special opening of the following activities:
1, give the player 6 times times offline experience, players on May 22 when the online will be 6 times times the experience of the offline reward;
2, will open Color Dart festival, tank patrol activities, the opportunity is rare, please do not miss.
......
One of the 1th is particularly noteworthy, the first time I heard this setting of the response is "admiration" two words. 6 times times Offline experience compensation may not be enough for some enthusiasts to make up for losses, but for many low-end players, this is much higher than expected. In the author's mind, the "journey" of the players are not necessarily because of such compensation and cheer, but at least enough to say a word of relief.

However, something unexpected has happened. May 22 "Journey" after the server re-opened, players on the line to find that their role has gained a lot of experience, and even raised a number of levels directly, but many players even in the "Journey" of the Forum, incredibly full of players accused or even abusive. Many players even strongly request the "journey" server back to file.
What the hell is it about? Let's take a look at the official forum on "Journey" (the type of posting is generally labeled "game Bug").
"It's still 6 times times offline experience ... Please give a reply to the moderator. I'm Wuyue strove, and today I found 6 times times offline experience ... The last is on the number 22nd, just on the total offline only 2 days 15 hours, but gave me more than 300 million experience, dizzy ah, this activity when the end .... Please give a reply to the moderator. Thank you......... ”
"I was on the May 22 and got 6 times times the experience." I May 23, again, the result is 6 times times, what is going on. ”
"About the need for the small experience of the problem, experienced have to top ah." This journey of 6 times times offline experience, let a lot of want to turn the number of the need to have experience, the official is not to open an experience back file does not delete the AH. This is a journey to the official thing AH. Can not let us players to bear ah, want to play the best of all to the top Ah, the official version of the next AH how to do ... Waiting for you to hear, "
"Offline 6 times times when the experience ends ... ZT is too bad it is so long time how still 6 times times off-line experience AH. And don't say when it's over. My 103-level trumpet on the 126 level of my 4D mission to lose how much ah "
The most ironic player to speak is this post:
"Thanks to GM for removing 6 times times my experience. Night on-line, found back to the time of 19th, finally can smoothly turn the trumpet, thank you GM. ”

In fact, the main reason for the players to resent the upgrade is two, one is to play the need for the number of reincarnation of the player's top up, and the second is the player level up after a few gains are very good day-to-day tasks.
When the author and the industry friends to discuss this matter, many people's first reaction is actually with some disdain: "How simple the problem, as long as the players choose not to get experience is not over." (For this principle, see the following flops: "From <puzzle quest> to see network game design Ideas")
But the question is, why is it that such a simple mistake happens again and again? Our game design and development, in the end what is missing.

Last weekend I was fortunate enough to participate in a user experience of the industry gathering, the theme of the discussion is design norms.
What is a design specification. What is the role of design specifications.
Simply put, the design specification is a collection of items that can be done, what not to do, what should be done, and what should not be done to guide the design.
With the author's shallow experience, China's game design, the most missing is the design norms. Some seemingly obvious truths are often overlooked in the game design process, and the result is that the game is designed to repeat the same mistakes over and over again. Have you ever carefully considered, in the game design, there are no clear guidelines, what can be done, what can not do it.
In some MMORPG, we can clearly understand the lack of design norms guide the drawbacks. For example, different tasks in the difficulty, reward, input-output ratio, and even task description and guidance of the level of detail there is a huge inconsistency, bring players experience is the designer's casual and irresponsible. This is by no means simply a problem that can be solved by improving the task Script Editor. What is required is a consistent guideline for similar designs, what level of task should be difficult, how long it takes, what rewards to give, what the relationship between rewards and consumption time should be, what information the task description and guidance should give, and so on.
In fact, in the game design, there is no shortage can be summed up, in fact, has long been a consensus, the principle of a clear glance. However, the principle fails to really guide development, which is the sadness of the game design industry.
We can make a two or even infinite "World of Warcraft" type of mission and equipment, but not the World of Warcraft. 5 Jordan may also be a strong basketball team, and Jordan + Bailey + Gates + Tyson +moon The combination of what to do good. Advertising is good, really want to be a team to do things, or forget it.

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