Keywordsnbsp social games players design principles
With the incredible growth of social games on holidays, it seems that a new year should begin on this topic.
Today's social games are transformed not just in http://www.aliyun.com/zixun/aggregation/28921.html "> online games themselves, but also in consumer and business services." Like or dislike them, they learn a great deal from their strong and subtle principles.
Old: A progress bar simply tells you that you are loading the game. NEW: Insert a picture of a city development, which gives the player a strong expectation of information.
Old: Earning points will increase your score. NEW: Coins appear on the screen, click on it and you will strengthen your dynamic rewards.
This is just the beginning. Here are 28 social game design principles:
Goals and work-participation: 1. The story is set for the game. It will tell you: who you are, how to set the stage ... 2. The player's main goal is to complete and create a competitive vitality. 3. The small target + level provides a direction for upward escalation and a sense of achievement. 4. Work. Only 45% of Americans like their jobs, but working in games is fun and increases income. 5. Time. Work takes time, forcing players to do other activities and choosing to return. 6. Object. The player prepares, constructs, or assembles a form of work that will never end. 7. Collection. People not only like to collect badges, but also like to collect stamps, artwork, photos, music, postcards ... 8. Simple animations perform complex movements but are easy to understand and create.
Crazy Growth-through: 9. Staffing depends on others. 10. Social lock-in projects only you invite friends to unlock. 11. Social goals require the participation of friends or other players. 12. The point value can only be earned by others in some circumstances. 13. Gifts, you must give up or give to others in order to promote reciprocity. 14. Share Screenshots/person/PET/item photos (scenes) to provide a sense of pride. 15. The disclosure of the wall is free of charge, making full use of existing users. 16. It is recommended that friends be invited for some experience.
Game mechanism-user behavior and commercialization: 17. Sound effects provide the authenticity of virtual objects. 18. Clickable coins, the user must click Get, create a subtle click/reward vigor. 19. The target on the screen + lock item keeps reminding the user to invite Friends + accomplish the goal. 20. Step's success is illustrated in the game load, sending a subtle ideal message. 21. Virtual reality, so that the game is approachable and trustworthy, so that the player left a deep impression. 22. Visit (Virtual tour guides and real players) to remind users of the examples they are pursuing. 23. Limited, and maturing projects create scarcity and a sense of urgency. 24. The badge is a form of state. 25. Repeat points to reward players to return several days in a row. 26. Incentive notices, such as giving users a reason to open the mail and click on, so as to obtain a free gift. 27. The field and its enlargement (not the sales category of the Enterprise!) Allows players to buy items to build and expand sites. 28. Shopping in the game means that the player can buy without leaving the game.
These are just some of the current design principles for social game applications. Many principles have been used from traditional games for many years, but their extensive social networks have enabled them to take full advantage of the breadth and impact of the user base more than ever before. They are no longer limited to hardcore players. Soon they will be everywhere, from the game itself to almost every website, service and mobile product. These principles will now apply to your service!
This article is compiled by Tech2ipo author Shier, click here to view the original address.
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