in today's era of smartphones and tablets, these casual games seem to have reached the point of staffing. There is no doubt that developers will add more key psychological elements to their games. In order to discover hidden rules behind casual game design, the dog planing Learning network with Steve Stopps, Nic Williams, and Jonathan Evans of Lumo Developments, as well as the psychologist Simon, who specializes in gaming Moore conducted an interview. Personalization Options for quick information"When you make a little game, as a developer, you're more or less going to have to throw yourself out of the door," Williams said. the best casual game designer never assumes that the player is concentrating all his energies on the game. The game designer must consider the state of the game with this persistent local attention. Moore believes that the developers of casual games even before the start of the game, through personalized options, adjust the player's habits and quickly record their information. "This critical personal information allows developers to tweak the game experience and encourage players to spend more time in the game. This may be achieved by changing the hue of some scenes to better reflect the player's personality. Questioning the player also indicates that you are interested in the player personally. "clever use of color"color and color combinations can affect the game experience and player behavior," Moore said. studies have shown that outward-looking and introverted people react differently to different color combinations in the environment. players play a magical role in the game, stay in the game longer, in-store consumption more, especially in the color combination of bright shops. "Low-level excitement"Moore says it's best for developers to design games that he calls "low-level excitement." "Excitement makes the player's spirit highly concentrated and is a strong emotional experience. This kind of game in the physical and psychological will give the player a huge burden. A long period of excitement can make the player feel tired, and this emotion will cause stress and resistance. Once you're excited, you'll need a bigger boost to get excited again. ""for the player, a safe and enjoyable game is more emotionally rewarding. Players like games that don't need too much effort, so they can enjoy the game more lastingly. I'm not saying the game should be off the excitement, but it's always a strong visual shock, and players are likely to be resistant to the game experience. "Reverse ThinkingAnother strategy that developers can take is to abandon the rules. Lumo Developments has taken advantage of a design process called "reverse thinking". "Traditionally, players have to solve challenges to get rewards. But we have reversed this idea, "Stoops said. "So when you start playing, you get rewarded and are guided to make some trades, and you've got the reward before you do anything, which is instant gratification, which is reverse thinking." "introduction of consciousness and subconscious"People have two decision systems," Moore said. The first (faster) is subconscious and intuitive, while the second system (slower) is more powerful and considers more things. the introduction of two systems of the game can bring the best gaming experience for players. I think this is because these games can reflect the player's cognitive interaction with the real world. "Understanding Cultural DifferencesMoore believes that people from different countries have different feelings when they play the same game. if the direction of the game is less directed, the British and Japanese players will take the clockwise direction, while the Americans are the opposite. Developers need to ensure that these key factors do not violate the habits of their target users. "The study found that players ' identities create different gameplay experiences, so celebrities play more diverse ways than ordinary people. This is especially true for female gamers-we have found that when women play fantasy and first-person shooter games, they show a considerable amount of aggression against male players if they are able to do so anonymously. But when their female identities are detected, they become more cautious. "
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