Chapter 827: Social Costs

There are many concepts in game design, such as the cost of abandoning the pit, the cost of socialization, the game ecology, and so on.

As mentioned before, the cost of abandoning the pit is the time and money that players invest in the game, and they will be reluctant to abandon the pit if they want to. Many games don't cost money, but they are easily discarded, but they don't understand the cost of abandonment.

The social cost is mainly invested in the "feelings", don't underestimate the feelings, many players are because they have feelings for a game, and it is more difficult to give up than the money and time invested.

Social engagement is primarily for other players, and to a lesser extent for NPCs in the game.

Isn't it strange that you can have feelings for NPCs in the game? Actually, it's not something difficult to understand, just like when we watch movies, anime, and have feelings for those virtual characters.

Think back to those classic movie characters, such as Brother Xiaoma, Lin Qingxia's Undefeated Orient, Huang Feihong, Fang Shiyu, whether it will make you linger and revisit it every once in a while.

In an excellent game, NPCs often have touching stories that players want to relive when they get tired of playing them.

The game ecology is the player's "lifestyle" in the game, and some games are to do tasks, play dungeons, and then stand on the street. This kind of game is certainly not ecological, because players don't play according to their own ideas at all.

As soon as you enter the game, you have to run according to the steps planned and designed, to fight monsters, and it is naturally easy to get tired.

Of course, with the current game technology, it is impossible to form a colorful ecology, at most it is to make money by playing materials. The problem is that many games nowadays don't even give players the opportunity to make money by playing materials, for fear of making less money.

Competitive games don't have this problem, because the ecology of competitive games is competition, and you don't need to think about anything else. This is also the reason why Hang Yu is keen on competitive games, and there is no need to build a game ecology and save a lot of things.

Zombie Invasion, as a main arena and dungeon game, doesn't have a wild map, it needs a bit of eco-design.

"The idea is to link the quest to the arena, and the best thing that the quest hits can be used in the arena. But then the arena is not so fair. But if the arena is completely fair, the equipment is useless, and it doesn't matter so much that we design these quests. Zhou Guangyue was very distressed, and he wanted to make a perfect game.

The fun of the arena is, of course, competitive, usually a place where the skills are compared, and the characters have the same attributes after entering.

And the dungeon is a place to experience the fun of fighting monsters and farming equipment, one thing is for sure, no matter how brilliantly designed the dungeon, if the equipment materials are not exploded, players will quickly lose interest.

What are you doing with equipment materials, and where are you going to put them in beep?

Because Zombie Invasion doesn't have a field map, there are obviously very few places to beep.

"There are two options for designing an arena, one is attribute balance and the other is original competition. Hang Yu suggested.

"We've experimented with this design, and the response from the staff who tried it out was mediocre. Zhou Guangyue explained: "I asked them how they felt, and everyone thought that the two choices were very tangled, and it was better to die directly." ”

"Tangled! not so much" Hang Yu didn't expect to have this kind of emotion.

"We have to consider the level of mass players, who generally have poor skills and are abused when playing balanced competition. The key is that the equipment level of mass players is also average, and playing original competition is also abused. Zhou Guangyue said.

"I can't help it, I must have been abused when I first started playing. Hang Yu said.

"Here's the problem, if there's only one option, players can only continue to play if they're abused in time. However, if there are two options, the player will change the mode after being abused, and they will find that they are still abused in exchange and cannot calm down to play. Zhou Guangyue said.

"What you mean is that the number of times players get abused increases in the process of changing modes, so the chance of giving up also increases. Hang Yu quickly understood the player's way of thinking.

"That's right, the tolerance of the general public is generally not high, and the two modes take turns to abuse, and they give up before they can experience the fun of competition. Zhou Guangyue said.

If it weren't for the fact that the trial results were true, Zhou Guangyue would not have thought of such a change in details.

"I think it's better to make a matchmaking mode like League of Legends, according to the player's equipment attributes, match within a certain gap, and ensure that it won't be too bad. Zhao Chen said.

"It's no different from balanced competition, where players still can't experience the fun of equipment. Hang Yu said.

"You can mix and match, and you can match multiple grades of equipment in one team, so that there is a sense of equipment gap, but it does not affect the balance. Zhao Chen said.

"It's a good design, you can try it. Hang Yu said.

He thought of CF, and although CF is not a matchmaking mode, the field room almost always has one or two masters and a group of rookie teammates. This kind of competitive ecology may seem unbalanced, but it is very interesting.

The master can enjoy the pleasure of abusing the dish, and the rookie can also put the responsibility of winning or losing to the master, and he has no burden.

But if you go head-to-head, you can't blame others for losing, you can only be angry with yourself.

This is a very special game psychology, and it is also very real, because in reality, there are many combinations of one strong and many weak. The strong can find pleasure in abusing the weak of the enemy team, and they can also find a sense of accomplishment in the praise and admiration of their teammates.

And the weak will not be too angry after they die, and it is also a pleasure to watch how the strong play.

If it weren't for the fact that the trial results were true, Zhou Guangyue would not have thought of such a change in details.

"I think it's better to make a matchmaking mode like League of Legends, according to the player's equipment attributes, match within a certain gap, and ensure that it won't be too bad. Zhao Chen said.

"It's no different from balanced competition, where players still can't experience the fun of equipment. Hang Yu said.

"You can mix and match, and you can match multiple grades of equipment in one team, so that there is a sense of equipment gap, but it does not affect the balance. Zhao Chen said.

"It's a good design, you can try it. Hang Yu said.

He thought of CF, and although CF is not a matchmaking mode, the field room almost always has one or two masters and a group of rookie teammates. This kind of competitive ecology may seem unbalanced, but it is very interesting.

The master can enjoy the pleasure of abusing the dish, and the rookie can also put the responsibility of winning or losing to the master, and he has no burden.

But if you go head-to-head, you can't blame others for losing, you can only be angry with yourself.

This is a very special game psychology, and it is also very real, because in reality, there are many combinations of one strong and many weak. The strong can find pleasure in abusing the weak of the enemy team, and they can also find a sense of accomplishment in the praise and admiration of their teammates.

And the weak will not be too angry after they die, and it is also a pleasure to watch how the strong play.