At some point in the game, the player is in a "free" state, which is in a state of no-work. So why is this happening? And how do you avoid having players "idle"? I have tried to analyze it for several reasons:
1, the rhythm control is unreasonable
the control of the rhythm is unreasonable. It is not good to let the player "tense" in a certain stage of the game, or to relax too much for a long time. The elastic relaxation has the degree, can cause the player not to space leisure.
For example, players in the field to play strange, or the next FB, the process is "tight" process. When the player's backpack is full, this time must be back to the town to clear the package, the task, storage, to the auction house, learning skills, replenishment potions, repair equipment, artisan manufacturing and other activities, and even to the toilet ..., this process is "loose" process.
As for this tight-to-loose process, I personally think it is advisable to be between half an hour and 1 hours. So now look back to see Wow of the Furnace stone, or The Lord of the Rings in the map, the back of the back-to-back props cooldown setting is not unreasonable. When the player uses the furnace stone to return to the town, the use of this free time to complete the above I said the "loose" process, when completed, the cooling time of the furnace may also be almost good. This elastic relaxation is reasonable, just to achieve the rhythm of the control.
on the other hand, if the stone is set too long, say, 2 hours, imagine what the result would be like? May cause some players to be in "idle" state?
2. Lack of goals
Another reason for the player to be "idle", I personally think, is the confusion about the goal of the game, or unclear, or lack of goals.
goal of Confusion: for example Eve inside, many novice players enter after, will selves here, do not know what to do. This is also the shortcomings of Eve, that is, the lack of guidance to novice, which is the reason for the few people in the country to serve Eve. And therefore, this causes the player to be in the "idle state" at the beginning.
But in fact, Eve can do a lot of things, the player just don't know. An inappropriate analogy, like we make a new game, definitely want to advertise, or the current players are difficult to know. And the content of the game is the same, need to let the player at least know that there is such a thing, otherwise players must be confused early, so good game guidance is the key.
Lack of goals: the late stages of the game, such as having nothing to do after a full level, or a lack of goal guidance at some stage, are a manifestation of a lack of goals. The lack of a goal will naturally cause the player to be in a "free" state with no job to do.
In fact, this is a good solution. For example, you can add more daily tasks, repetitive tasks. Even if these tasks are monotonous, it is all about killing monsters, collecting tasks, and at least allowing players to have something to do within a certain amount of time.
For example, The Lord of the Rings in the Lemurian version (recently played The Lord of the Rings ol more), when the player upgraded to 60 level full level, can do the daily experience of the ball task, or to brush the virtues, brush prestige and other activities. "Dog Planing Learning Net"
and Warcraft inside, after the full level I can make a copy of the package, or brush battlefield, arena, even to brush prestige can.
because of the goal, the player will not be in the "idle" state. Tags:Unity Game Development Unity3d Tutorials Unity Training
Unity3d game development How to improve the game vitality