The addictive 6-game design 'potential rules' for unity Game Development

Source: Internet
Author: User

The addictive 6-game design 'potential rules' for unity Game Development
In today's era where smartphones and tablets are prevalent, these casual games seem to have reached the point where people work. There is no doubt that developers will add more key psychological elements to their games. To discover the hidden rules behind casual game design, we work with Lumo Developments's Steve Stopps, Nic Williams, and Jonathan Evans, simon Moore, a game-friendly psychologist, conducted interviews. Personalized options help you quickly get information. "When creating a game, as a developer, you need to leave yourself out," Williams said. The best casual game designers never assume that players concentrate all their energy on the game. Game designers must consider this state of continuous local attention. Moore believes that casual game developers can adjust players' habits and quickly record their information through personalized options even before the game starts. "This critical personal information allows developers to adjust the game experience and encourage players to invest more time in the game. It may be achieved by changing the color of some scenes to better reflect the player's personality. Asking a question to a player also shows that you are interested in the player ." The clever use of colors "the combination of colors and colors can affect the gaming experience and player behavior," Moore said. Studies show that extroverted and introverted people may have different responses to different color combinations in the environment. When a player controls a wonderful role in the game, the player stays in the game for a longer period of time, and purchases and consumes more in the game, especially in shops with brightly colored combinations. Moore says developers are better at designing games that he calls low levels of excitement. "Excitement makes players highly concentrated and is a strong emotional experience. This type of game brings a huge burden to players both physically and psychologically. A long period of excitement can make players feel exhausted, and this emotion will lead to stress and resistance. Once you get excited, getting excited again requires greater excitement ." "For gamers, a game with peace of mind and pleasure has a more emotional experience value. Players like games that do not require too much effort, so they can enjoy the game more persistently. I am not saying that the game should not be excited, but it is constantly under intense visual impact, and players are likely to conflict with this gaming experience ." Another method that developers can adopt is to discard rules and regulations. Lumo Developments has used a design process named "reverse thinking. "Traditionally, players must solve the challenges to be rewarded. But we reversed this idea, "Stoops said. "So when you start playing a game, you get a reward and you are guided to make some transactions. Before you finish anything, you get a reward, which is instant satisfaction, this is reverse thinking." Introduction consciousness and subconscious Moore said: "People have two decision-making systems. The first (FAST) is the subconscious and intuition, while the second (slow) system has a stronger approach and more things to consider. The introduction of two systems can bring the best gaming experience to players. I think this is because these games reflect the cognitive interaction between players and the real world ." Moore believes that people in different countries may feel different when playing the same game. For games with less directionality, players in the UK and Japan are directed in clockwise direction, while players in the US are on the contrary. Developers need to ensure that these key factors do not violate the habits of their target users. "Research has found that player identities have different game experiences, so celebrity games are more diverse than ordinary games. This is especially accurate for female players-we found that when women play fantasy and first-person shooter games, if they can play anonymously, they will be very aggressive with male players. But when their female identities are identified, they become more cautious ."

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