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Chapter 100: The unique gameplay of the construction class! Flow! (Chapter 100 Scattering flowers)(2/3)

Everyone talked about a preliminary plan for architecture games.

1. The level of the building needs to be improved. If the player first builds a small thatched house, then he must build a stone house. In the future, he will slowly unlock bungalows, small villas, high-rise buildings, high-end office buildings, etc., which will give the player a sense of improvement in his heart.

2. Characters also need to benefit from buildings. For example, after enough houses are built, the character's construction speed will be accelerated, the construction range will be widened, etc. It can also make the player feel that "it seems to be stronger."

3. In order to prevent players from having aesthetic fatigue, it is best to add monster-killing content to build some offensive turrets or defensive bunkers.

There are three main directions, as well as some minor proposals.

After everyone summarized their opinions, they looked at Chu Jun with great anticipation and waited for him to speak.

Unlike before, President Chu directly issued tasks, they were only responsible for completing them.

This time, it was their first time to really participate in the discussion of game design.

And it is an expansion of a brand new theme.

I am also satisfied with the results of the discussion.

Compared to Mr. Chu, would he be more optimistic about them?

Some employees have even thought of the scene of promotion and salary increase.

However, Chu Jun poured cold water on his head.

"No one can play such a game."

All the staff in the conference room were stunned.

No one plays?

No way?

Isn’t the playability of the game here?

The upgrade of the building is a refreshing feedback, the upgrade of the character is a refreshing feedback, and the upgrade of monsters.

Isn’t the reason why the rhythm master succeeded is that he has captured the players’ various exciting feedback experiences?

Although Hearthstone does not have such an obvious upgrade system, its fun lies in the game within the brain.

Architecture games, if not designed like this.

How else can I design it?

The employees looked at each other and couldn't quite understand what Chu Jun meant.

Many people even think that the results they discussed are the best solution.

There should be no other solution.

Under the eyes of everyone's multiple complex emotions.

Chu Jun pulled aside his pen cap and wrote two big words on the writing board.

Flow.

What is flow?

Amid all the employees' confused expressions of unknown reasons, Chu Jun spoke slowly.

"What you said is just the most basic and essential thing for a game. The idea is good, but we need to advance now."

Can you still advance???

The employees' expressions were even more confused.

Every employee here took it out and is now the target of many big factories.

But even if they racked their brains, they couldn't think of how to advance a construction game.

Therefore, for the advanced method mentioned by Chu Jun.

Many people have a doubtful attitude.

"First I ask you, what do you think is the gameplay of a game?" Chu Jun saw the hesitation in the eyes of the employees and still spoke patiently.

It is better to teach people how to fish than to teach people how to fish.

If all of his employees can understand the essence of construction games.

Only then can you truly immersively produce.

For a group of people who have never seen an apple, it is difficult to draw the shape of an apple by just verbal description.

But if we can use some guidance, we can imagine the shape of the apple.

Then it will be twice the result with half the effort.

"I think the gameplay is good. From the perspective of players, the clearest definition should be 'fun' and 'not fun'." Chen Pingjie spoke.

"Okay, that's enough." Chu Jun interrupted and continued to split the "fun" point.

Ask everyone what factors determine the fun of a game.

The employees expressed their opinions.

There are a series of expressions such as "challenging", "sense of accomplishment", "shocking feedback", "shocking plot", etc.

Chu Jun briefly divided these factors into.

Low-challenging, moderate-challenging, and high-challenging.

In addition, he also divided all the settings that can be obtained in the game that are conducive to character growth into low skills, medium skills, and high skills.

Low skills mean that the upgrade factor has a smaller impact on the protagonist.

For example, the props obtained in the Witch House are low-skill settings.

Having it will not allow the protagonist to make a qualitative leap, and it still needs to advance the main line step by step.

Some krypton gold turn-based online games have high-skill props and equipment.

With these things, the change to the role is a qualitative change.

"Whether low skills are easier to make players get a sense of pleasure or high skills? Low skills? Yes, high skills." Chu Jun circled the high skills on the writing board.

"So low-challenge is easy for players to achieve success, or is it high-challenge?"

There is no doubt that the employees chose to be highly challenging.

Of course, the more difficult a game is, the stronger the explosion of self-identity after passing the level.

"A game is in a low skill zone, but it is highly challenging, and players will experience a serious anxiety state. Because the skills are not helpful to him, the game is very difficult. They will subconsciously not want to play it."

"And a game is in a high-skill zone and is low-challenging, and players will quickly enter a bored state because it is too boring."

"Only when a game is highly challenging, it can also have high skills as a helper. Then the player's experience will be full of fun. Therefore, I call this range the flow zone."

Flow is a concept proposed by a famous psychologist in his previous life.

Definition refers to: a feeling of completely investing personal mental power on a certain activity; when the flow is generated, there will be a high sense of excitement and fulfillment.

"Architectural games, because the game process is very long, and buildings cannot be built in one day, so players will have a long developmental stage."

"This developmental stage is the player's flow area."

"The idea you mentioned just now is good, but it is far from enough to lock the player in the flow zone."

"I built thatched huts today, and I can build a bungalow tomorrow, which is an improvement in qualitative change."

"But what if the player builds a building? Is the 50-story building and the 100-story building really great for players?"

"Today I will give you a 100-level dragon-slaying sword. If you log in, I will give it to you, and then hit a 100-level monster and kill it with one knife. At this time, I increased the difficulty and designed a 150-level monster and a 200-level monster. You can get a 150-level sword, a 200-level sword, and then monster in seconds. If this happens, will the players feel pleasure?"

Everyone shook their heads.

Not only do you have no pleasure, but you may even feel a little bored.

"Then how should we solve this problem at this time?" Xu Nianqing raised his eyebrows and looked at Chu Jun.

Although she is just a secretary and is not responsible for participating in the main development of the game, she is from what Chu Jun said.

She has benefited a lot.

Chu Jun looked at everyone, chuckled, and said slowly.

"Ascent dimension strike. Take the player from a flow zone, into a higher flow zone, and then develop from scratch."

In his previous life, although web games were boycotted by many players, there is something to learn from.

Its core selling points are two.

The first one is the Dragon Slaying Sword Click to get it, one knife is 999

The second is that the equipment is available in seconds and the ingots are recycled in seconds.

The second core, for the first one, is the dimension-up strike!

Let the player jump from one flow range to a higher flow range.

You are tired of fighting monsters, and a single knife of 999 makes you feel bored.

no problem.
To be continued...
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