Chen: The game world in the eyes of a female producer

Source: Internet
Author: User
Keywords Producer game world
Playing more online (reporter/Shei) Chen is a rare female producer in the game circle.  In fact, in Guangyu Huaxia company system also does not have "game producer" this title, but its product director Chen is responsible for the business, in fact, and game producer no two.  Asked her ten years ago how a girl can think of playing games, she was rather embarrassed to say, just like the game to put in, also did not expect to invest so deeply.  Perhaps because of the feminine characteristic reason, Chen's game product idea is quite some fresh and gentle, as "asks" the user interaction System main designer, this kind of feeling is obvious. Interview: What is interaction?  What is the interaction between "ask"? Chen: Usually we say that the social interaction within the game is just one of the interactions, that is, social interactions, in addition to economic interaction and competitive interaction.  In fact, economic interaction is the most important part of player interaction, and many behaviors are derived on the basis of economic interaction, which is linked to the game economy system. Specific to the "ask" this round of the game system, for the turn of the Games players, interaction is a very important process. To enable the player to generate sufficient and intensive interaction behavior, it is necessary to create the requirements within the game, thus guiding the player's behavior to achieve. For example, the exchange of different materials and props, based on common behavior and common interests of friends, as well as the role of the characters and the operation of the game and so on.  These are the interactive features of "ask".  So what do you mean by interactive stimulation? Chen: For example, the design of the mall, which players may go to the mall to buy which props? Such consumption preferences can be learned through data mining, according to the analysis of the various consumption preferences, to design these output props into the game economic system, the resulting economic equilibrium point of deviation. This offset creates demand, and the player can meet the demand through game behavior and interaction in the game. From the economic balance of the offset to the satisfaction of players ' needs, the process is the process of interactive stimulation.  And to achieve such a process, only need to be in the design of the mall to improve on it. In place, players behave as if they were dominoes. And in this process, the player gained the fun of the game, found companions and competitors, produced the next round of interaction foreshadowing.  This foreshadowing can also be taken out for planning and improvement. "Ask" in the two sets of role growth system is also innovation?  For "Ask", such a design is more advantages than disadvantages or more harm than profit? Chen: It should be said that the role of the game to grow the diversity of it, this is not the first time, but "asked" the practice of the two systems or monastic system is more characteristic.  If it is summed up as a multiple role growth system, in fact, many games have. For "Ask", the two systems parallel is a major feature of the game to play, many players are very interested in this design. At the beginning of 2007, there was aTime, the two system players in the game's pursuit of some differences, but we have solved. After the introduction of the "soaring" in 2009, the fact is to combine two sets of growth systems, giving players richer content of the game and the pursuit of new games. The previous stage of not practicing the order, not as the operators want to see, but take advantage of this opportunity, the player group within the relationship has been strengthened, in the game of activity and pay rate also improved.  There is no drawback.  A masterpiece visit: So specifically, how to solve the problem of two systems balance? Chen: In a word, is "the Thrill of Breakthrough", that is, to optimize the player's growth experience. It is not a good thing for a player to stop upgrading and turn to practice in a certain stage of "asking". Because at that time, the growth experience brought by monasticism is better than the growth experience brought by the practice level. At this time, we have to maintain the growth of the monastic experience, at the same time, the product modification, strengthen the practice level of growth experience, balance the two systems.  The simplest is more rewards, lower upgrade thresholds, and so on. At that time, asked the most central approach is to use interactive stimulation, mainly to those in the game to practice faster, in the hierarchy in the pyramid at the top of the few players with new honors and new rewards. Lead them to upgrade with lower-level players. The behavior of this group of players at the top of the pyramid will lead to players close to their lower level, and the spread of the top-down transmission has gradually led to a practice-level ethos.  And in most of the user's game process to reach our pre-judgment point, we open the new game content immediately, so that players to promote their properties before the behavior of the performance can be seen, this sense of achievement, we can play the home to the desired behavior of the guide. Great interview: In previous interviews, I learned that "ask" has a strong pull of new resources.  So after the new user enters the game product, how does the Product Department control reduce the attrition rate of the player? Chen: For the control of loss rate, it is usually done by half force plus half induction. On the one hand, organize more activities, develop more game content, let the player's entertainment needs be met and push a friend within his coterie to build a strong network of contacts in the game, on the other hand, research the player's game requirements, provide the player with interesting and challenging goals,  Induce it to stay. "Ask" user interaction is one of its core, and also do so.  From the actual effect, in reducing the loss rate is very effective.  Great interview: So the idea of interactive stimulation, there is no copy from the "Ask" the success of the case? Chen: Should say "ask" experience, all the other sections of the game are helpful. "Ask" in the interactive stimulation of the design ideas, but also applied to the other games of the Guangyu. However, after all, "ask" has accumulated for many years, and the current market environment is not exactly the same as that year, so the system alone can be a short time to copy a masterpiece, or a comparisonDifficult. In fact, in terms of interaction, the new game announced recently, "Soul God of War" can be used as a case. The Soul God of War is a game with both role-playing and instant strategy features.  In fact, the strategy +RPG game type is a lot of, such as the three-story game, mostly made this model. But such games tend to play points in attacking, conquering, seizing, plundering, too masculine. and "The soul of the god of War" is a Q version of the game, facing a broader audience. Compared to the previous game play method, the game will focus on building the game community, including economic, social, competitive three aspects of interactive strengthening. Although this game has a lot of RTS play, but its novice tutorial design is very kind, the difficulty is also less than most games, will make the player feel more relaxed. At present, there is no such type of game in the world to do so, it should be said that the previous application of interactive stimulation system for specific products to improve and apply the creation of an innovative product bar.
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