Game Development Giant

Chapter 658: The secret of another round

But Jester obviously hasn't finished speaking yet.

Only the last bit left.

Jester smiled: I'm also very grateful to you for listening to me talk about some very boring, boring, and boring things in the past two hours. I know that these things I talked about, even if they are Some designers who are interested in game development may not be able to cheer up, because after reaching a more professional and detailed level, any knowledge-oriented things are so boring and boring.”

However, the audience clearly did not agree with Jester's view.

Many of them were saying that they did not agree with Jester's boring statement. At least in their eyes, the things Jester said before were still very attractive.

Jester was also very happy to be recognized by so many people, and he repeatedly expressed his humility.

Thank you for your support... I plan to finish the last part of my speech this time... I mentioned the journey in the summary before, the journey of the game, who is this journey for? There is no doubt that , is prepared for players, and our identity as designers is a tour guide, setting up such a game journey for players.

I talked a little bit about the journey earlier.

Another key factor in the journey is learning and progress. Players need to continuously progress, improve, and become stronger in the game. Although this is very basic, designers often ignore it. No matter how players are rewarded for their learning and progress, There is no excessive progress process, players need to know what value they have achieved in the past half hour, and I think the leveling system of some RPG games does a good job in this regard.

You can't let players get nothing for an hour in the game. Such a journey is meaningless and full of frustration.

If you only make players feel frustrated without the proper sense of achievement, then your game is doomed to fail - no player likes a game that does not provide the slightest sense of achievement.

In fact, even though Jester said so.

But in fact, he did not expand on this issue. If he did, it would be a very huge proposition. Regarding the topic of players' sense of accomplishment, how to give players this sense of accomplishment, if it is given to players The means of achieving a sense of achievement are even more subtle... Wait, wait, if Jester asks his chief senior designer to write a paper on this topic.

It is possible that everyone can easily write tens of thousands of words.

There's another way to shape the course of the game, which I call 'turning another corner.'

Actually. It's easy to understand and nothing complicated. The first time I summarized this concept was when I was working with Sid Meier to develop Civilization. Of course, this concept is also applicable to any other game. Players will always They're all anticipating what's going to happen next in the game. They want their plans to work, and they're looking forward to the adventure around the next corner. So you can reveal to the players what's going to happen next and make them unable to resist. Farther.

Does it sound familiar? Yes. This is the secret of another round in Civilization.

Jester seemed to remember an interesting experience.

He smiled when he said this, and then he continued: When I said this, I remembered something. It was about another round.

This is about a friend of mine. He is not a game designer, but he is a senior game enthusiast and his favorite game type is Mr. Sid Meier's Civilization. He once said this He told me an interesting story about him. He came home one night after having dinner. He felt bored, so he opened Civilization and decided to play it while sleeping.

He later recalled that there was definitely something wrong with his mentality at the time.

As soon as he started playing this game, it seemed that there was a demonic voice full of temptation that was constantly ringing in his heart. This voice was like a devil lying in his ear, constantly saying, one more round. , one more round, one more round, one more round and then sleep...

As for him, it was as if he was really possessed by a demon, and he continued like this round after round.

When he was a little thirsty, he wanted to get up and get a glass of water. Then he turned and glanced out the window, and then he saw that it was dawn!

Then his reaction was also very interesting. He immediately looked at the time and found that it was five o'clock in the morning. In other words, he had been doing this again for the entire night without knowing it, and he didn't even feel it. There was no feeling of exhaustion at all - then, he told himself at the same time that it was already five o'clock. Even if he went to bed now, he would easily fall asleep. He might also be delayed from going to work. He might as well play a few more rounds and wait until o'clock. To eat and go to work...

So, he continued like this for another round.

When he reacted, he was so hungry that he couldn't stand it anymore. Then he turned around and looked out the window. It was already dark...

As Jester told this story, many people laughed, but when they thought about it themselves, the story Jester told may be a little exaggerated, but compared to the story in Jester's story, The protagonists have similar experiences. Many of them like to play Civilization and have personal experience.

It was truly an experience in which time was lost unconsciously during another round.

Then Jester, after everyone's laughter subsided.

He then continued.

In the final analysis, all means must serve replayability. When you create an epic journey, players at the end of the journey will suddenly realize that they have only experienced a part of this epic journey. This journey is not just about Not one epic, but several epics, and replayability is a prerequisite for that, and with these psychological tools, you can create the coolest epic journey for players ever.”

That's all I'm going to talk about today.

As he said that, Jester deliberately looked at the time and smiled: Originally, I planned to talk for two hours, but I didn't expect that it would last more than two and a half hours. It's almost three hours, but I think It’s well worth it.”

And I have completed all my tasks now, and you already know everything.

Finally, thank you all.

With that said, Jester bowed, and hundreds of people at the venue gave him extremely warm applause. (To be continued...)

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like