Thứ Năm, 11 tháng 4, 2013

Game design practice

1- Types of joy in games and how to implement it

Fiero: Boss fight, big wave of enemy
Being lucky: item drop from enemy, jackpot
Accomplishment: Missions
Masterskill: Move that require skill to receive good results. Not by grinding
Watch performance: Design a good gameplay show
Being loved: cheering, show love
Help others: coop play, thank you from NPC
Destroy stuff: Design stuff that can destroy and the destroy effect must be overwhelming sensation
Be social: coop play, arena, compete game.
Be rich: design economy system and a lot of way to find the income and a lot of way to spent the money they earn
Be smart: Design puzzle that seem to be hard to answer but it's not :))
Learn new thing: Design a good content delivery: deliver new things on the long period of time. Player know a little about new thing will happen.
Exploration: design a lot of type of land, player feel joy of exploration
Self Expression: Make the player can't show the flavor of themselves
being supported: pet, coop play with support roles, follower
Watch the quarium: building style. Make it shine and repeat animations, beauty is the key

2- Types of skill

Timing: choose the right time to push a certain button or do the certain action
Memory: remember the exactly information
Motor skill: drive or move the right way
Select skill: give a good choice to each situation
solving skill: give a good solution to a problem
recognition skill: matching, or point out the different or find or some thing that different form other.
Connecting: connecting event, clue to make a decision or solution

3- Interest curve 

 

 This is a good interest curve. A is the starting point. B is the hook. B must be very interesting to gap player attention. Then it drop the the interesting level to build trust. C is the hill where player was introduce new content. G is the final point. Resolve everything.

Interest is really a abstract word they can be replaced by: tension, number of possible move, number of enemy... etc.

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