无领导小组游戏怎样脱颖而出
是什么让游戏在竞争激烈的市场中脱颖而出,并Swift获得成功和普及? 质量,创新,时机,公关,营销,网络,运气? 这很可能是多种因素共同作用的结果。 但是,有时候,在开发人员的心中,有一个特定的要素是其成功的关键。 在下面的三个热门游戏中,重要的因素是社会创新,逐步挑战性的水平以及最大程度地利用已有市场的忠诚度。 (What makes a game stand out in a crowded market and skyrocket to success and popularity? Quality, innovation, timing, PR, marketing, networking, luck? Most likely, it’s a combination of factors. Sometimes, however, there is one particular element that stands out in the minds of the developer as key to their success. In the case of the three blockbuster hit games below, the significant factors were social innovation, progressively challenging levels, and getting the most out of the loyalty of a pre-existing market.)
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海盗王为玩家提供了一种新的互动方式 (Pirate Kings offers players a new way to interact with each other)
Being innovative doesn’t necessarily mean that a game breaks down all the walls creating a new paradigm or genre. As Scott Rogers once wrote: “Although I am sure there is probably still a completely original idea out there in the galaxy of ideas, the majority of gameplay design works by each game building on its predecessors.” (Level Up! The Guide to Great Video Design, p. 33)
创新并不一定意味着游戏会打破所有障碍,从而创造出新的范例或类型。 正如斯科特·罗杰斯(Scott Rogers)曾经写道:“尽管我敢肯定,在银河系的想法中可能仍然存在着一个完全原始的想法,但是大多数游戏设计都是由每款游戏的前身打造的。” (升级!出色的视频设计指南,第33页)
Indie studio Jelly Button made their casual MMO Pirate Kings game unique, and hugely popular, by adding a new social dimension that generated emotion among the player base. Players can interact with their friends even when they’re offline, for example, stealing their treasure or attacking their island.
独立工作室Jelly Button通过添加新的社交元素在玩家群中产生情感,从而使休闲MMO Pirate Kings游戏变得独特且广受欢迎。 玩家即使在离线时也可以与朋友互动,例如窃取财宝或攻击岛屿。
Jelly Button co-founder, Ron Rejwan, believes that this social interaction is a key reason for the game’s explosive popularity.
Jelly Button联合创始人Ron Rejwan认为,这种社交互动是游戏爆炸式普及的关键原因。
“We’ve seen amazing growth with an especially engaged audience in SE Asia,” Rejwan says. “Players talk on online communities about how the game has affected their lives and friendships. There are hundreds of reviews with some users even warning not to play the game if your friendships are not strong enough to withstand social pirating. And that’s a sign of emotional engagement.”
Rejwan说:“我们看到东南亚特别吸引观众的惊人增长。” “玩家在在线社区上谈论游戏如何影响他们的生活和友谊。 数百条评论中有一些用户甚至警告 说 ,如果您的友谊不足以承受社交盗版,则不要玩游戏。 这是情感投入的标志。”
Pirate Kings has been downloaded over 50 million times, and players get so emotionally involved they even post original videos and songs about their experiences. Download the Jelly Button case study to learn more.
《海盗王》的下载量已超过5000万次,玩家们的情感投入如此巨大,他们甚至发布了有关他们的经历的原始视频和歌曲。 下载 果冻按钮案例研究 以了解更多信息。
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水果颠簸在多个层次上平衡了难度与复杂性 (Fruit Bump balances difficulty with complexity in multiple levels)
With Fruit Bump, Twimler founder Majid Khosravi set out to create the kind of match 3 game that he himself loved to play. Obviously, there were already a lot of match 3 games out there on the market, so he knew that there was a risk his game would get lost in the masses.
Twimler的创始人Majid Khosravi凭借Fruit Bump,着手创造了他自己喜欢玩的第3场比赛。 显然,市场上已经有很多三消比赛,所以他知道自己的比赛有可能在大众中输掉。
However, Khosravi believes that a key aspect of the game’s success derives from the game’s multiple levels. Twimler focused on designing precise degrees of difficulty that rise over time yet continue to engage players as they progress through the game’s 620 levels.
但是,科斯拉维认为,游戏成功的关键在于游戏的多个层面。 Twimler专注于设计精确的难度等级,难度会随着时间的推移而提高,但随着玩家逐步进入游戏的620级而继续吸引他们。
This repeating cycle of increasing challenge is a phenomenon, which game design expert Jesse Schell has identified as a seemingly natural element of human enjoyment. “Too much tension, and we wear out. Too much relaxation, and we grow bored. When we fluctuate between the two, we enjoy both excitement and relaxation, and this oscillation provides both the pleasure of variety and the pleasure of anticipation.” (The Art of Game Design, 2nd edition, Jesse Schell, CRC Press, 2015, page 142)
游戏挑战专家的这种重复循环是一种现象,游戏设计专家杰西·谢尔(Jesse Schell)已将其视为人类享受的看似自然的元素。 “压力太大,我们会磨损。 太多的放松,我们变得无聊。 当我们在两者之间波动时,我们既享受兴奋又放松,这种振荡既提供了变化的乐趣,也提供了期待的乐趣。” (游戏设计的艺术,第二版,杰西·谢尔(Jesse Schell),CRC出版社,2015年,第142页)
Twimler used Unity Analytics to gather the insight they needed to get the difficulty curve just right.
Twimler使用Unity Analytics收集了他们所需的见解,以使难度曲线恰到好处。
“With Session Length and Average Revenue Per User’ metrics, combined with its Custom Reports, you can see straight away if retention drops when something is off,” Khosravi says.
Khosravi说:“通过会话时长和每用户平均收入的指标以及其自定义报告,您可以立即查看关闭状态后保留率是否下降。”
Tweaking an increasing degree of difficulty in just the right way helped make Fruit Bump hugely popular. Fruit Bump’s daily average users grew from 500,000 to 800,000 creating 300,000 new daily average users in just two months.
以正确的方式调整难度的增加使“水果撞车”大受欢迎。 Fruit Bump的每日平均用户从500,000增加到800,000,在短短两个月内创造了300,000新的每日平均用户。
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《行尸走肉:无人区》利用现有品牌 (The Walking Dead: No Man’s Land taps into an existing brand)
In a presentation at Unite Europe 2016, Joonas Laakso of Next Games said that licensing IP rights for the hit AMC show, The Walking Dead, enabled his company to be ambitious. Tapping into the devotion of an existing fan base removed market entry barriers allowing them to take bigger risks in development.
Next Games的乔纳斯·拉克索(Joonas Laakso)在2016年欧洲欧洲大会上的演讲中说,为热门的AMC节目《行尸走肉》授予IP权利使他的公司雄心勃勃。 充分利用现有的粉丝群,消除了市场进入壁垒,使他们在发展中承担更大的风险。
“We believe that the known brand with their own marketing push is going to get us over the barrier of unfamiliarity on the App Store. It helps us stand out from the crowd. We don’t have to sell quite so hard. With the brand, you automatically get people who care.”
“我们相信,具有自己的营销推动力的知名品牌将使我们摆脱App Store上的陌生障碍。 它帮助我们从人群中脱颖而出。 我们不必这么卖。 有了这个品牌,您就会自动找来关心的人。”
Laakso says that in order to tap into that emotional attachment to the brand, characters, and story, however, your game has to be high quality and stay close to the brand narrative. It must also balance wide audience appeal with staying true to the game’s inherent framework (as dictated by factors such as the studio team’s talents, and the chosen genre and platform).
Laakso表示,为了利用对品牌,角色和故事的情感依恋,您的游戏必须具有高品质,并与品牌故事保持紧密联系。 它还必须在保持广泛的受众吸引力与忠实于游戏的固有框架(由工作室团队的才能,所选风格和平台等因素决定)之间取得平衡。
The Walking Dead, No Man’s Land is the number one free game in 13 countries and had over one million downloads in its first week alone. To learn about approaching IP based games from a game design perspective, watch Next Game’s presentation from Unite Europe 2016.
《行尸走肉,无人区》是13个国家/地区排名第一的免费游戏,仅在第一周就下载了超过一百万次。 要从游戏设计角度了解基于IP的游戏,请观看 Unite Europe 2016的 Next Game演示 。
翻译自: https://blogs.unity3d.com/2016/11/23/3-ways-hit-games-stand-out-in-the-market/
无领导小组游戏怎样脱颖而出