游戏的粘性(DavidPerry游戏设计白皮书)

Addiction
游戏粘性

Rarely will you find a game which can be replayed over and over because of its game mechanics. For
example, having a certain system of spells will not add to a game's replayability (most of the
time) just by itself. There need to be other factors influencing a player's interest in continuing
to play a game for a long time...

很少有游戏可以一遍又一遍的被玩家反复玩,问题在于游戏机制。比如,游戏的魔法系统是固定的,那么玩家
就不乐意再玩一遍游戏了。在游戏中,需要有一些因素来激发玩家长时间进行游戏......

The Content Factor
游戏中的因素



Massive levels and tons of content, like in Oblivion, can make a game very addictive.
大量的关卡和海量的内容,就像Oblivion游戏里一样,可以让游戏变得很有粘性。


Exploration
探索感

One of the first reactions when starting up a new game is to take on a very inquisitive mindset:
who, what, where, when, why, how... Things that are unknown (when not scary) are very interesting
and naturally grab your attention. So a game that can provide lots of opportunities for exploration
will naturally be that bit more addictive. The exploration can be of various lands, meeting new
characters, finding all sorts of accessories and items, etc... As long as there is a lot to discover, the interest will stay. The key here is making a game big, but at the same time allowing
the player to complete it without having to do everything. If the game is completed, but the player
knows that there were more optional things to do, the game experience feels incomplete, and so is
worth replaying!

当玩家开始玩一个新的游戏的时候,他的内心是充满好奇的:什么角色,什么内容,什么场景,什么时代,有什
么,怎么玩... 所有的东西都未知的所以显得很有趣,自然能抓住玩家的吸引力。所以一个游戏能提供很多探索
的机会,自然就具备了吸引力。可以让玩家探索不同的大陆,遇到不同的角色,找到所有的装备组件和序列,等
等... 可供探索的东西越长,就越有乐趣完这个游戏。秘诀是,把游戏做大,但是同时让玩家不必要找到游戏中
的每一个细节才让玩家结束游戏。如果游戏完成了,但是玩家知道还有很多分支的事情没有做,游戏体验会觉得
未完,然后就会再次进入游戏。

Software engineer and game design theorist Martin C. Martin has suggested that learning and
exploration are key to addiction in games. Where the player fails or meets resistance, the player
is inspired to learn a new skill to adapt. For example, in a shooter a player must learn to move,
and then must learn to aim, and then to coordinate the actions, and then to adapt that coordination
to different environments, weapons, enemies, etc., and each adaptation is rewarded with victory.
World of Warcraft is "pure learning curve," as the entire experience is spent earning new abilities
that must be adapted into the player's skill set. Needing to constantly adapt and relearn, Martin
suggests, is a key factor in understanding how games can be addictive. The other side of this is
the consideration that if there is no need to adapt to a new situation, a player will continue
using the same strategy and never feel inspired to improve, and likely become bored of repetition.

软件工程师,游戏设计理论家Martin C. Martin曾经建议,学习和探索是游戏中粘性的关键。当玩家游戏失败
或者遭到抵抗,玩家很期望能够学到新的技能来对付它。比如,射击游戏中,玩家必须学会移动,瞄准,以及
相互配合行动,在不同的环境,武器,敌人的条件下配合,等等... 每一个适应让玩家获得相应的成功。WOW就
是一条“纯粹学习曲线”,所以的玩家体验都依附于获得新的能力,然后充实玩家的技能槽。让玩家需要经常
反复学习,Martin建议,就是一个关键因素来决定游戏是否有粘性。另一面,设计师必须考虑如果玩家没有面
对新的情况,玩家将持续使用同样的游戏策略,然后永远不会拥有改进的激情,就会感到乏味的重复。

Secrets
秘密

Very similar to the exploration element are the frequently-used 'game secrets'. You've probably
played a few games which used this in various ways (if you haven't, you haven't played enough
games!!). Some games feature secret levels, which can be unlocked through a complicated series of
events as you progress in the game (or upon completion). Other games feature unlockable characters.
Some games have hidden treasures in each level, which take some skill to find. The basic idea
behind all this is that secrets appeal both to the desire to explore the game, as well as the
desire to beat the challenge involved in getting the secret rewards.

“游戏中的秘密”和探索因素类似。你应该玩过一些游戏,让玩家有多种方法通关(如果没有玩过,那是你玩
得游戏不够多)。一些游戏包含秘密关卡,只有当你触发了所有条件才会让你进入(或者作为复关)。另一些
游戏包含秘密角色。有一些游戏在每一关中有隐藏宝箱,需要用特别的技能来找到。秘密的存在能够激发探索
游戏的愿望,同时激发玩家去完成挑战获得隐藏的奖励。

It often helps to make one or two secrets early in the game fairly easily accessible, and steadily
increase the difficulty as the game progresses. Alternatively, make the secrets visible in the
game, but make getting to them the hard part. In this way, the player will know that there are
secrets and will be tempted to get them. Otherwise, they may just play through the game without
ever finding the hidden rewards! However, if the player finishes the game, but knows that there are
secrets that are still to be found, it is more than likely that the game will be replayed because
of the remaining secrets.

常用的做法是,游戏中放置一两个非常容易找到的秘密,然后随着游戏的深入逐渐增加难度。同时,让游戏秘密
的提示出现在游戏中,但是要解开秘密确实很困难。这样,玩家就会感知到秘密,并且尝试解开他们。否则,他
们会在游戏的过程中忽略秘密和奖励。然而,如果玩家完成了游戏,但是知道还有秘密没有找到,那么他们很可
能会再次玩游戏来找出秘密。

Variety
变化

Another important thing to keep in mind is that the more variety there is terms of level
generation, spawns, items, etc... in any given play of the game, the more reason there is to replay
the game. Although too much randomness can sometimes take away from the fun of the game, adding
some random elements will allow the game to feel less linear in terms of game-play.

另一个必须记住的重要的因素是:很多游戏要素如关卡,装备,等等...在游戏中会变化着出现,会让玩家
再次玩这个游戏。虽然太多的随机因素有的时候能让游戏失去乐趣,但是加入一些必要的随机因素将让游戏
不再是单调的,而是充满游戏乐趣的。

Something that is closely related to game-play variety is its continuity. Haven't you been in the
situation where you just can't stop playing a game because as soon as you finish one part, another
part is immediately available? You want to keep going, because there's still more to go! This can
be a very powerful tool to make a game more addictive. As long as content is continuously available
to the player, its presentation is visual enough to be clearly noticed, and it isnt repetitive,
the gamer will want to keep playing the game!

一个和游戏乐趣变化相近的词语是“接着玩”(连续性)。你有没有遇到过这样的情况,你在即将通关进入下一关
的时候,绝对不愿意停止玩游戏。你要继续玩下去,因为马上就会有更多的游戏内容接触到。这就是让游戏变得有粘性的强力武器,。当游戏不断会有新的内容让玩家“接着玩”,游戏的下一个目标明显提示给玩家,玩家就觉得
一点都不重复,并且愿意继续接着玩这个游戏。

The Social Factor
社交因素

Especially with the growing popularity of multiplayer and massively-multiplayer games,
the social factor in a game's addictive value is particularly important. So what is it about?

特别的,对于MMO游戏来说,社交因素在游戏粘性中的作用很重要。那么怎么来做呢?

If a player's actions in a game, whether real-time or post-hoc, are witnessed by another person,
the player is operating in a social game environment. There are certain influences that other
people can exert on the player, most of the time unwillingly...

玩家在游戏中的行为,无论是实时或是滞后,都会被其他玩家目击,玩家都是呆在一个社交的游戏环境中。
每个人切实的感受到其他人的存在,即使不愿意…

Impressive performance
深刻的行为

Imagine a group of player's in an MMORPG, on a quest or dungeon raid, and one of the players
manages to pull off a move or series of moves that just make you say "Whoa!". The player could
have taken out 5 strong enemies attacking him at once, or performed one of the coolest and hardest
to get attacks in the game... whatever.

想象在MMORPG中的一队玩家,正在完成任务或者RAID,然后其中一个玩家组织大家的行动顺序,你能看到其中
一个玩家可以一个人吸引5个强壮敌人的进攻,或者一起配合打出游戏中最酷的进攻…

The point is that a player's actions in a game can seem impressive to others, and this can be a
very rewarding experience. Knowing that other's are even a little impressed by your actions can
make you keep doing those things, and more, to continue the impressive performance - positive
reinforcement. Being able to impress can be addictive.

一个玩家在游戏中的动作能触动其他玩家,使他们获得很非凡的体验。这种体验会促使玩家不停的继续游戏来
获取哪怕很小的类似体验。更多的是,为了继续这种体验,游戏将对玩家产生粘性。

Competition
竞争

This is one of the most addictive elements that a game can have. Most people like to compete.
They like to test their skills and beat opponents. The easiest way to promote competitivenes is
to include some sort of scoring system. By defeating other players, or by performing certain
actions, players can see that they rank higher than other players. This is rewarding. At the same
time, seeing other players having higher ranks will give something to look forward to. Two ways to
keep the player addicted!

竞争是游戏中最有粘性的元素之一。多数玩家喜欢竞争。他们喜欢测试自己的技能来打败对手。最简单的竞争
就是引入排名系统。打败其他玩家,或者完成特定动作,玩家们会发现自己的排名就会靠前。这就是荣誉。
同时,看到其他玩家的更高排名也是一种激励。这两方面都会增加游戏的粘性。

Competitiveness can take a different form. A player may like the fact that he can keep improving
his skills, so the competition would actually be against himself. They are trying to find out what
the highest level they can reach, either in the game or with their abilities. The knowledge or
even a simple feeling that you can still improve your skills can be enough to make a game
addictive.

竞争可以有不同的形式。玩家一般会喜欢一种不断提高自我的方式,这样的话玩家本人就直接在竞赛中对抗。
他们喜欢尝试自己能达到的最高境界,无论是游戏表现还是个人能力。学到,甚至简单的感觉到自己技能的
提高都会产生足够的游戏粘性。

Socializing
社交

This is probably the most overlooked factor in game design, mostly in multiplayer games, but
also to a degree in singleplayer games. Many people like being in a group, chatting about various
things, etc... In general: they like to socialize.
这是游戏中容易忽略的因素,尤其是多人游戏中。人们喜欢组队,一起讨论各种事情…一般来说,大家都喜欢
社交。

This may manifest in various ways of course. Some may socialize by joining an FPS clan and compete
in ladders and tournaments. Others may socialize simply by being relatively idle, and just talking
in the lobby. In singleplayer games, a group of friends may socialize simply by taking turns on
the game and have a good time, laughing, cheering each other on, or making fun of each other's
mistakes.

这是很显然的事情。一些玩家喜欢加入FPS的战队,一起过关。一些玩家只是喜欢休闲的在大厅中聊天。在
单人游戏中,玩家们可以仅仅通过回合制轮流玩得方式来体验社交,开心大笑,相互鼓励,或者相互取笑等等。

If a game, especially a multiplayer game, provides plenty of opportunities for various ways to
socialize, players will have more of an incentive to keep playing the game, even if not very
actively: the social value of the game will be liked.

在游戏中,尤其是多人游戏,提供了很多种方法来帮助玩家社交,玩家也因此有了游戏的动力,即使并不主动,
也会喜欢上游戏中的社交。

What you should watch out for is making people socialize in some way. For example, they have no
choice but play in a team. This may be because the game is designed that way, or because playing
alone is way to difficult. This can produce reactance. Reactance is a fairly well-known
psychological phenomenon. It's simple, but far-reaching: take away some small freedom from a
person, however small, and that person will react negatively to the loss of the freedom. So try
to avoid forcing players to do something they wouldn't want to do (this applies to just about
every aspect of a game, not just socializing).

设计者要做的就是帮助玩家们交流起来。比如说,让玩家单人游戏变得很苦难,玩家必须组队才能完成游戏。
这样就能产生互动,互动是一种公认的心理需求。要注意的是:如果给玩家少许的约束,尽管很小,玩家还是
会因此消极的互动。所以同时要记住不能强迫玩家做自己不乐意的事情(这是所有设计中都要考虑的因素,不
仅仅是在社交部分)。



Competitive games like Counterstrike are some of the most addictive games there are!
类似于CS的竞争性游戏是非常有粘性的游戏。
 
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