A lot of people are hard to concentrate when they do things, but they concentrate on the game. At ordinary times, most people lack perseverance in doing things, but these people can play a game day and night. As we all know, studying the game design mechanism and the psychological features contained in the game can help us to design better games. However, if the idea is applied to products, even in daily life, it can motivate itself and achieve the desired goal smoothly. Below we will study the game design mechanism in several aspects, as well as the extended product design principle.
1. Shoving effect.
Shoving effect (pushing multiplying) refers to the place where the product is enough for the target buyer. Originally, the mall tried to increase sales by placing the tie shelves next to People's easy access, but the pedestrian congestion on the channel not only failed to achieve the desired results but reduced sales. This is the so-called "shoving effect" caused by the decline in sales. The push-and-shove effect has the same effect on the Web or on the game. For example, game characters in a large number of scenes in a scene gathered, will cause the player's confusion, will allow more misoperation.
Similarly, if an application has too many functions, it will result in the aggregation of functions, which will cause the user to lose interest in the first impression. The solution is simple, 1 shielding other players or users unnecessary action behavior (such as the game Hall of many people, many words, do not have to show all.) Displays only 2 of the players or users themselves. Do not assemble the function, let the application concise, learn to subtract.
2. Do not have a hammer everywhere looking for nails, technical caution, and function carefully added.
With the progress of technology, the popularity of smartphones, such as mobile phone LBS, gravity sensor, sliding operation has been a large number of applications, but there is a tendency to abuse. The game does not have to use 3D technology can also develop a good game, such as two-dimensional game plants vs zombies, Angry Birds, abuse of technology will only increase the cost of development, outweigh the gains. Mobile phone application development, some applications or games for the application of new technologies is more appropriate, such as Temple Run, using the gravity sensor, and sliding gesture operation. Cutting the rope is only the use of the operation of sliding gestures, thus saving development funds to the real game design and development.
3. Although the network has a long tail, but note that there is no promotion or bad use.
Although there are many kinds of games, audience groups are different, according to the long tail theory, each type of game will find a corresponding audience. However, although the network makes the long tail longer, however, games or applications still face the problem of promotion. If you develop a niche game and are eager to serve the niche, let this part of the audience know that your game is a big problem. At this time, the back of the tree good Shade became a truth, you need a "big tree" to promote, to promote your game. The game is so, and the products that serve the niche are of course the same.
4. Let people go on, don't let people fail.
When a game creates a sense of frustration for the player, it's time for the player to leave. The game must allow the player to continue, for example, the fish will be on time to distribute gold coins, so the player will not be "bankrupt" and give up the game. Do not let the players have a sense of frustration must control the difficulty of the game, often like fishing to the player "congestion." In doing products, do not set the rules of their own or team thinking, to guide the user in good faith, remember that the product is to serve the user, not to bring the burden on users.
5. Don't let me think.
The introduction of the rules of the game not too complicated, to let people get started directly, otherwise they will lose users. Put the button that you want the user to click in a clear place to guide the user through the feeling, rather than read the lengthy instructions. This rogue downloads the website to do "very good", the most obvious downloading button is often the product or advertisement which promotes. For example, a well-known domestic software download site, a page unexpectedly has 6 "Download Now" button ... Anyway, Don ' t make me.
6. Note the less obvious linkage.
Note that the less obvious correlation, "beer and diapers," has pointed out that two seemingly unrelated items appear in the same shopping basket, while consumers who buy beer and diapers are mostly young fathers. In a complex cooperative game, it is possible for a character to get a device that is unsuitable for his or her own, and the outfit will fit in with the other members of the team, so that the player is given a private gift that increases the friendliness of the player and the stickiness of the game.
7. Balance.
Pay attention to the balance of the game. This is not obvious in simple games, but especially for large, strategic games. When the specific attributes of a camp are set too high, it will inevitably result in uneven power of the game parties, so that a large number of players into a camp or choose the same role. such as the Three Kingdoms kill such a game, at first the generals set up more reasonable, but as the game to pursue profitability, some generals skills began "abnormal", which led to increase the power of RMB players, if the renminbi can not adjust the relationship between players and free players, the overall layout will be a problem, If the RMB player is too strong, will lead to increase in user volume bottlenecks, if the yuan players are weaker, it can not reflect the role of money, then spend no money no different, players will naturally not spend money. As a product or game of the formulation of the rules, it is necessary to balance the strength of all aspects, like the ancient kings, to balance the two forces, so that the party will not be alone to threaten their dominant position. such as a web news platform, such as micro-bo, it is necessary to let spit control, knowledge collection control, self-expression control, of course, there are a number of influential marketing account has a balance between the specific, like macro-control, through the release of some information, thus arousing the various responses of netizens, thus balancing the interests of all parties.
8. Sense of accomplishment.
The game's main attraction mechanism is to give the player a sense of achievement, which can be produced by: 1 response in a timely manner (can produce a small sense of achievement). Interaction requires a timely response to each click, which can be sound, vibration, and so on, just as the Android phone's return button produces a shaking interaction. Specific game examples: Temple Run; music games: QQ Dance group, all kinds of piano games, not too strict response to the game: a variety of sports games, need for speed, all kinds of shooting games 2 people like to upgrade, doubling the feeling. In addition to accumulate experience, let people upgrade, but also have some of the feeling of the jackpot, such as the game "a few heavy Crit", in short, people have doubled the feeling. Note that people's feelings are not so objective, the feeling of doubling is not equal to the number doubled, the feeling of double may be the number of 3 to 4 times times, pay attention to the application of this rule. 3. Similar to the upgrade, for a variety of titles, medals, costumes and the acquisition of the players will have a sense of achievement, but also a sense of vanity. 4. The sense of achievement of "beating children". This is mainly reflected in a number of fighting games, shooting games, as the player's technology has been enhanced (of course, this is stacked with time) he can continue to win in the game, so as to beat the new players, creating a can be called "Beat the Children" sense of achievement.
9. Rewards and punishments mechanism.
The game's rewards and punishments mechanism, which equates to the Forum's level limit, as well as points to download things. (the psychological mechanism used in the integration download: People always want to get something, relatively, do not ask for the return of the pay is difficult to accept, which explains some of the well-run forum or community download area can be very good to maintain the reason)
10. Don't let the user forget.
Many games often hold preferential activities to recall old players. Similarly, the method used in community games is more ingenious, using the power of friends to make it return to the game. For the forum community, the use of registration to the integration of the way to maintain user stickiness, let it "remember." Youdao Cloud Notes let users "remember" the Way is "online to use space." All kinds of ways, but only one purpose, don't let the user forget.
11. What to do when you are bored?
When you have nothing to do, face the computer screen, will you right-click and refresh the screen? It's time to find something to do. In the middle of the game load, we will notice that the screen will not only have a progress bar, there will be game operation of various prompts, so that players will not produce anxiety, on the contrary, the player will seriously "learn" game operation considerations. I do not know if you have noticed, in the QQ restaurant game has a dozen hamster's additional function, this is for bored time prepares. If a Web page, can be in the visitor boring time also can let it have the thing to do, then certainly can hold its visit quantity.
12. Details.
As technology progresses, now games or apps are not as low as the previous little Overlord games, but the type of game does not actually produce more, which means that people fundamentally still understand the game, but in detail, such as sound, graphics, game plot design, operating methods to improve, So that the player's experience is greatly improved. In the current application, Web page production, the details of the improvement has become an irreversible trend, the picture is more and more clear, the operation of the response and switching interface has been quite smooth. The details can never be too harsh, of course, to take into account efficiency.