On user's operation flow and user's demand of community-type web-game

Source: Internet
Author: User
Keywords Web games user needs

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User operation flow is the process record of the behavior result produced by the user through regular frequency operation.

The operation flow of the game is different from the website.

The site's operating flow is linear, to minimize trial and error, to give users a clear meaning. But the game is often not the case, the user in the game flow is net, the player needs a lot of trial and error and repeated, in order to establish a set of good game behavior habits. The larger the game its operation flow is more complex, frequent trial and error will produce a variety of requirements, usually these requirements will be mutually restrained, overlapping complex to achieve a balance, game designers to control user needs will become difficult.

Community-class web games are special

Community-type web game is the operation of the flow is precisely in between the two, neither as the site as the rules, the same, and can not be as complex as large online games.

Tend to the former let the player lose the fun found in the game, tend to the latter let the player tired of thinking, lose patience. Personal feeling webgame How to achieve a "degree" is the key to success! Plainly, you can neither play with your home idiots, nor get tired of the players.

Some people will retort: "Love to play the game is not afraid of tired, this difficulty is what?" Now that you've decided to play, are you afraid of the difficulty? What do you have to do when I design a web game?

I do not agree with this statement.

User group Characteristics:

First we have to analyze what is the characteristics of this part of the user group playing community-type web games?

Working people (Office workers, newly-employed college students, civil servants), otaku (freelancers, jobless), features: Have their own circle, have formal work or study, not much entertainment time. This part of the game time is more precious, but also more dispersed, belong to both want to work, and do not forget to sneak in, entertainment, a kind of mentality.

So don't expect them to be like online game players that have a strong stickiness, 24 hours non-stop to tackle, play strange, practice class ... is impossible. The game for them, these "gadgets" is to play.

Game Psychology:

Most office workers play webgame, basically is to relax, both want to play, and do not want to be led to find, this contradiction and luck will always accompany his whole game process.

User requirements in the game (in broad sense):

Simple, efficient entertainment. --The time is low cost and joyful feeling is strong.

Interaction。 --Interaction between friends.

Honor and identity. --The user's social circle shows the glory and identity of the game.

"Rob Parking", "The sale of Slaves", "biting people" in the major SNS website of the fiery response to 2 problems:

1. The home of the e-family is too short of entertainment.

2. The rule is simple enough, the operation flow is clear enough, but also can satisfy the user's demand the webpage game is kingly.

User needs in the game (narrow sense):

Each button in the game, a hint will affect the user's needs in the game.

User needs are to be guided so that their game behavior can be fully controlled.

Take "Parking" to give examples

  

The user's needs and operations flow is clear, and it's easy for the player to understand what to do.

How to better meet the needs of users?

The game does not fully meet the needs of all users, but can be partially met.

It has been suggested that "competition for parking" should be the more expensive car, the unit time to make more money, gas consumption will be more, be labeled a fine natural also more, this is certainly a very reasonable game rules. So does this affect the user's flow of operations? No! Because the "pick" of the operation itself is also exist, but to "choose the car" after the car to achieve greater value. Therefore, this function can be adopted without increasing the operation and satisfying the needs of the users.

So the demand map should be like this:

  

More than a "choice of car" demand, enhanced the "Choose car-good car-make money" this line.

Why is such a reasonable demand not met?

Since it is reasonable, then how many "parking" game did not add this function?

I consider three reasons:

1. Is stuck in the "car" and "money" parameters of the balance design.

2. Will damage the interests of old players. If you do this, for the old players is indeed unfair-"I stopped the car to make money, how to make up for me back?"

3. To a certain extent weaken the interaction, reduce the role of friends in the game (pictured).

  

(Enhanced the value of the car in the game, weakening the value of friends)

For the 3rd, perhaps a lot of people do not understand, for example: Suppose 1 good car unit income >=4 The unit income of the car, that for this player, the power of the invitation will increase with the value of the car gradually reduced. Because parking is a parking space, and 1 friends can provide you with 4 parking spaces. That is to say, 1 parking spaces of a good car >= the value of 4 parking spaces before a bad car, converting it into a friend. It becomes the value of 1/4 friends >= 1 friends.

With my car getting better, the unit income of 1 of the best cars >= more than 40 cars or even 400 bad cars (with tens of millions of of cars, sooner or later there will be a day when 1 of friends can produce 40 or even 400 friends, so why do I have to interact with friends?

Some people would say: in fact, this assumption does not exist, because when you reach the ability to buy millions of cars, your friend number is at least 1 to 2 levels higher than the primary player.

Then there is the issue of a ticket, if the new player wants to grow fast, only need to add 1 cattle, so that he parked in his parking space, crazy fines can achieve the goal of fast money.

But in fact, all of these can be solved-(for example, the class limit, the good car in the parking time limit is less, or limit everyone can only have a few good cars ...) but this will also trigger new demand for players.

Come back and let's take a look at what this brings:

1 does the operation flow increase?

2 to meet the needs of users in the game?

3 Interaction between friends? There may be some reduction, but it is acceptable.

4 Does it increase the interest of the game? Yes, let the car itself value upgrade, naturally also in line with the interests of the players!

In fact, when we're playing games, any one function of the increase, an adjustment, a small change, will affect the user in the game experience and demand, the user's needs can never be all satisfied, then how better to control and guide the user needs is the real key!

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