Experience is a very difficult thing to describe, and we often assume that the player experience is consistent with the experience of our game practitioner. But in many cases, the gaming experience of our practitioners is not equal to the player's gaming experience. Because the user attributes of the practitioner are different from the user attributes of the mainstream player.
The following is a break from the game design, introduce the players play the Game 6 experience Stage:
Stage one: Want to play?
The stage one is the player chooses the game the process, we first excludes the word of mouth to bring the new user, because this time tests the game the comprehensive strength, therefore here we only puts the scene in a specific scene: The user in the application store searches for the game!
Stage one time: Download stage before game
Stage Key points:
1.icon
2. Game Name
3. User Rating
4. Game screenshot
Description:
The hand swims the market, the user chooses the game to be very passive, therefore the channel recommends what game, the user plays what game, but is not like the end time, the user chooses the game, then goes to download. Because it is passive, in the application market, every factor that can be perceived by the user may affect whether the user will download it or not.
The most critical of these are the 4 factors listed above. IP is so important because he can be very obvious embodiment of icon and name! Products with IP will make it easier to get new users!
Stage Two: Can Play
Phase Two is the player downloads a good game, and after installation (because we can not control the previous steps). So we start with the player opening the game. Everyone who has just played a game will have an "initial impression". This initial impression has a direct impact on the player's expectations of the game!
Stage two time: within 3 minutes
Stage Key points:
1. Speed
Loading, landing, updating, etc. these require the player to wait for something unrelated to the content of the game.
2. Fluency
Whether there is a crash, cotton, whether there is no response to the click of the situation, these factors are irresistible to prevent players from the normal game situation.
3. Model Matching
Model Fit is an ongoing work, not just the first thing on the line, to be constantly optimized.
Description:
Players in the first contact with the game is very impatient, if at this stage let the player encounter obvious "problem", such as game Flash back, the game shows abnormal, some buttons can not click, the game is very cotton ...
Any problem with the lock listed above is likely to make the player feel that it is a defective and thus lost.
In addition to the obvious problems, speed is also very important!
The hand plays the family to play the game is for the amusement, all is using the fragment time to play the game, therefore plays the mobile phone game the person all hopes to play as soon as possible the game, every second waits will appear very painful! Coupled with the user's use of the environment is complex, more than a few seconds may exist without network situation.
So the loading design of hand tour is very important to me! That is the first impression of the game, but also the players need to wait every day, it is worthwhile to spend the mind to optimize.
This stage test is the technical hard strength, the client optimizes is good enough, can in most models smooth operation, can let the player enter the game faster instead of waiting for half a day loading.
Stage Three: Fun
At this stage the player only plays for a little while, this time the player touches a few things, so can only see a few very superficial things. If feel the game is good, willing to continue to play, it is a victory!
Stage three time: 3-10 minutes
Stage Key points:
1. Core Play
If it is already the core play, then this phase will be in the art and Ui/ue level to compete with the goods to pull the gap.
If it's the core of innovation, it depends on whether the target user feels the game is fun.
2. Art
Games like women, beautiful people will be willing to close, long ugly who do not love.
Art is the face of the game, fine arts players have the power to continue to play.
3.ui/ue
This part is directly related to the easy access to the game, but few people pay attention to it, otherwise it will not happen now:
Ui/ue are very similar, and many experience very bad places.
There are also a lot of people in the wrong direction, some ui/ue design problems in the end but the novice-led approach to solve.
"Legend of the Sword" is always the top right corner of the menu (combined with conspicuous little red dots) is a very clever design! This design quickly get through the fight and nurturance, do not have to wait to die to remember to strengthen the equipment or hero.
4. Novice Guide
Novice boot does not become a plus, it only becomes a minus. The goal of novice guidance is to get players from "not playing" to "playing". If the player does not play after the novice is booted, it is a failure. If the player is still not playing after the Novice's boot, the problem is likely to be the lower ui/ue, in addition to the design of the Novice guide itself.
5. Plot
Here refers to the plot is not 2 big Head 2 bubbles, appear a few lines of dialogue.
The plot must first have the visual impact, must have the cool picture, the appropriate music and the dubbing. This step is not necessarily a good plot, because a lot of games opened will have a cool CG, but the CG and the game itself, the difference of 108,000, the most shocking a small meeting, there is falling from heaven to the reality of the feeling. So the plot is not the more cool the better!
Now it's very popular and it's appropriate to combine the storyline into the game and use the script in the real scene of the game to do some more special plots to enrich the experience in the game. (Note: Do better have "let go of the Three Kingdoms")
Description:
Most games in the core play level is difficult to open the gap, and those very innovative playing most of them are not recognized. So in the core play it is difficult to open the gap, once the gap is very large gap. This stage is to a large extent to test the ability of the art design team, fine art is the most easy to feel, but also early impact on the user one of the biggest factors. Interactive design is most of the game is not considered a link, from the current market can be seen from the game, but this part is very important, do not use the Novice guide to fill this part of the pit, the symptoms do not cure.
Stage four: Can play
After the stage three, the player actually does not know how the game is going to play, but the core plays have a preliminary understanding. But as the level increases, the player is exposed to more and more things, this stage is the player to explore the process, from contact with new things to become familiar with new things.
Stage four time: 3-30 minutes
Stage Key points:
1. Level design
Early players will be concerned about the design of the checkpoint, not too difficult, not too simple. In particular, the richness of the level and diversity, monster shape, skills, characteristics, such as the best change some, or will quickly produce fatigue. This stage can also add some plots in the process of PvE to enrich the experience of PVE.
2. Sense of achievement
Early sense of achievement are designed, not the players strive for, the achievement of the main qualitative and quantitative changes.
Qualitative change (green card to Blue Card, equipment from scratch ...)
Quantitative Change (a hero to 5 heroes, copy advance to Chapter three ...)
As long as the early stage of the output, reasonable distribution to the timeline, continuous stimulation to the player, the player will be more likely to continue to play.
Description:
This stage player or because the first 10 minutes feel interesting, inertia in continue to play the game. This stage is still groping and familiar stage, the player does not have a very clear goal of the game. So this stage through the reward, fall and other ways to continue to sting the nerves of the player, so that players do not feel boring, if the player feel boring, the next day may not come back, that is, directly affect the next day to retain.
In addition, this stage is a "fun-there is a pursuit" of the transition phase. Similar to "first taste after buying", this stage to the player's things are to let the player experience first, experience after feeling good will want to chase, the sense of the goal naturally formed. So this stage do not send assorted things, make the players do not understand what has been, the best directly in the core of the development of the players to continue to strengthen. In this way to slowly set a sense of purpose.
Stage five: Have the Pursuit + achievable
When the player has passed the stage 4, the pleasure of exploration is gone, so it is necessary to help the player to establish their own sense of purpose, only a clear sense of purpose, in order to let the player remain in the game.
Stage five time: Next day to week
Stage Key points:
1. Sense of purpose
Lack of goal sense is a common problem in many games! Players play for a long time do not know what to play, do not understand what they want, also do not know what they get the rewards of what use. There are many goals in the game: task, achievement, Grade, copy chapter ... But these are the game for the player to design the sense of the goal, rather than the players themselves really want to pursue the sense of purpose, I said the sense of the goal is the player to build their own.
2. New system, new play
Old content will be from familiar to boring, need new content to stimulate the player, let the player maintain a period of freshness.
Description:
The freshness of the player has passed and the opening rhythm of the new content has slowed sharply. Players at this stage have begun to repeat the work (continuous copy, repeated brush material, repeated brush money ...), the player is willing to repeat the work, because the player has the pursuit of the goal. The last stage of the player's sense of achievement is sent by the system, then this phase of the achievement of the players need to go through the efforts to win. The key is the player has no desire to pursue things!
Stage six: competitive, for friends
"The biggest difference between stand-alone and online games is interaction.
Online games is the community with the elements of the game, from its definition, it can be seen the importance of interactive games.
If there is no interaction, it is a stand-alone game rather than an online game. Games in the players and stand-alone game in the pursuit of the player is not the same. ”
The above text is Shi Yuzhu's character a passage, strongly suggest that the game practitioner all go to see this eight-way policy: glory, goal, interaction, surprise. (not seen can Baidu)
Time of phase six:
More than a week
Stage Key points:
1. Social
2.PVP
Description:
A week later, most of the game's content players have played and become familiar, or boring. Although not all the content of the game consumed (through all copies, access to all the generals ...) But the player has no interest in the existing content. Battle divides game users into 4 categories: achievers, explorers, social scientists, killers. In the long run, achievement and exploration are difficult to meet because they rely heavily on game content.
The needs of the social and the killer are sustainable because they don't consume the content of the game, and only the players, the competition, can continue to meet the needs of these 2 users. So many games at the end of the time, the user on the game is not to play games, but into the game with these comrades chat.