Crazy guess the reason for success

Source: Internet
Author: User
Keywords Product operation Crazy guess figure
Tags .mall content design development game game process game will how to

Crazy guess this game has been burning for a long time, as a product manager by the sharp insight to eat, recently to play this game, really ashamed. After playing, my mind also appeared some small ideas, want to share with you.

Micro-Innovation

Micro-Innovation, this is my mind appears the first word. I believe that the "you draw I guess" 180 million dollar acquisition myth still remember very clearly. Its rules of the game is very simple: give a word, a person to draw, several people to guess. But the game in the development encountered a very serious problem: everyone's ability to draw is not good, painting a watermelon will be thought to be basketball, let alone some more complex things. And crazy guess here just made a small micro-innovation: Painting part of the user to complete, as long as the user is responsible to guess. And you draw me. The interactive part of the line is shifted from line to line, and each share is transformed into an interactive game process through a micro-letter sharing.

A game Rule micro-innovation + interactive Process micro-innovation = another myth

The word "micro-innovation" is a cliché to say here, but it can be imagined that the product from the idea to the realization of the process must be full of frustrations, but the reason for success may be a small micro-innovation, so here again call on the broad masses of product managers colleagues, do not let the reality of the difficulties and cruelty to defeat our ability to dream, Maybe the next "crazy guess" is from you.

Seeds principle

Seeds principle, this is the second word that jumps into my mind. I always think that a mobile phone game must be unlimited to meet the principle of the possibility of fire. And what is the seeds principle:

Whether people like it or not, it is easy to pick up the first melon seeds;

Once you eat the first one, you will eat the second and the third. Can't stop;

In the process of eating melon seeds, people may do something else, for example, go to the bathroom and so on, but, back to the seat, will continue to eat melon seeds, do not need others to remind, urge;

In most cases, people will eat until they have eaten up;

The theory is realistic and translates to the product level, which is actually a few things:

The threshold must be very low, the rules must be very simple, the introduction must be very easy;

To be able to keep repeating the same thing, it is simple enough and less steps;

Each stage (in the game is the checkpoint) time is short enough, the partition should be obvious enough, the reward is direct enough, psychological achievement is vital;

Meet the above three points, in most cases we will become a small white. Control a small white believe is not a difficult thing, remember not to let small white and become wiser.

Crazy guesses and the previous fire game most of them will meet this law (think about the news in the last time to play to find your sister play to Blind comrades). We only use crazy guesses to do case studies here:

The threshold is very low, every person who sees the main picture of the game will immediately understand how to play;

After each of the prompts to defeat the number of users, guess the satisfaction, the gold coins, each game will not be difficult (online crazy transmission of the answer effectively reduce the difficulty, I have always suspected that this is the operation of the team themselves posted up);

A game will not be more than 1 minutes, simple steps, knock a few words, reward is very direct, but also to acquire a new knowledge.

OK, a few times on the top of the loop, we become a small white, will continue to repeat until the game clearance (each time the button to press a faint feeling of a very cool).

Does your game fit this principle? It's important to have a point in the product, how to achieve the smoothness between two games? How to get users into a new game process unconsciously? Just like seeds, picking up a melon seed doesn't need thinking. Let's say you put the Next button in the upper left corner and believe that your thumb will definitely show a lot of pressure.

sharing = Interactive Games

Then talk about sharing things. On the internet to see a lot of people are praised this game to share how to do how to stick, how to operate cattle, refresh the domestic new App growth rate. The data illustrate everything, it's really great, but I'd like to spit it out and talk about it.

Crazy guesses only allow you to share relevant content in a micro-letter, but do not share the options in the microblog. A very interesting design, have deliberately and friends to discuss this issue, even think this will become a trend?

Micro-letters are strong relationships, and microblogs are weak. When we throw the same message on these two platforms, more people in Weibo will see that the odds are on the table, and there will be higher quality people in the micro-letters to see, betting is emotion. If it is based on the relationship, it's hard to say whether the two are strong or weak.

Let's put this problem aside for a moment and take a look at what we share. Crazy guess the current setting is no matter if you encounter a problem in the game, or you pass the hope to share; whether you want to share with a friend or to share a circle of friends is to use the same content: a no answer to the main game screen, coupled with the micro-letter needs to input a few words, a sharing process is completed.

Crazy guesses have a feature: as long as the main screen does not even need to operate you can play, then the designer here want to convey the message is: Come with me to play the game. In other words, every time you share is actually saying something: "Come with me and play the game." "This sharing of the form of sharing with the content of the original stand-alone game into an online interactive game."

We are returning to share the problem of channels. The designer's design for sharing is to invite everyone to play together to form a viral spread. So what happens if this thing is shared on Twitter? The fun of this is going to be much less enjoyable, because Weibo is a platform that spans both the PC and the mobile side, and it's going to be pretty boring if you play the game on the PC side. This game is a typical game that only works with fragmented time on the mobile end.

Of course, a choice of design also conforms to Jorda said not to give users two keys to the principle. Sharing a micro-letter is clearly a smarter decision than sharing a microblog.

Also have friends tell me crazy guess the original positioning is the micro-letter game, crazy guess map and micro-letter cooperation also gave us a good Chinese mobile game community demonstration. How we play the micro-letter actually has a lot of imaginary space.

Small Spit Groove

"You've beaten 0.19% players." This is your every time after the pass to give you the hint, to emphasize this is not just a stand-alone game. But the team with the crazy guess is a little joke, this number has nothing to do with other users, because in 99% of the case, as long as you pass a checkpoint, this number is only a 0.19% increase. The remaining 1% per cent was randomly growing by 0.18%. Interested friends can try Oh ~

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