Chapter 657: The Journey of the Game

It was only after thinking for a moment that Jester had the answer in his heart.

Actually, it's not a thought, it's just a reflection of some of my own experiences in this area.

"Listen to the player's opinion, this is one of the psychological skills that a good designer must learn, he is not difficult to learn, as long as you work hard, really want to learn, then I haven't seen that you can't learn, maybe you will say, this is to bring the player to think in order to better listen to the player's opinion, right? Actually, although this skill is not difficult to master, it is not as easy as you think. ”

Jester wasn't speaking quickly.

"Actually, I've said so much before, and I think you've already agreed with some of my point in whole or in part - game design is a holistic process that involves constantly adding content to the prototype based on feedback." At this point, Jester paused, then asked a question with a smile.

"So, what would you do if you were a designer?"

This is a self-answering question, and Jester immediately gave his answer, and the answer was very simple, it was the question that someone had just asked.

"If you're going to do that, you're going to spend a lot of time talking to the players. In my experience, it doesn't do any good to take the player's opinion literally. There are several ways in which players react to the game, and one of them is to provide you with a solution. There are times when a solution from a player is useful, but it doesn't improve the overall quality of the game, so it's easy for designers to ignore these opinions. ”

Actually, Jester was summarizing the essence of what he had said before to answer this student's question.

"But designers should think deeply about why players are making these comments and why players are not happy. Many times you will find a solution that is consistent with your original design ideas. These solutions may not be consistent with the player's suggestion, but they do solve the problem happily. Designers may also get feedback that is the exact opposite of the content: players will feel that the game 'doesn't feel right', 'I don't understand'. In the same way, designers still need to figure out why the game leads to such emotions, and what kind of changes can dispel negative emotions or strengthen positive emotions. ”

"It's actually back to what I said at the beginning of this talk......

Jester smiled.

"The title of my speech. Everything you know is wrong...... Many people may have wondered why I chose such a topic, what does this mean, and where does the content you talk about fit with your topic? ”

Jester said as he walked back to the back of the podium again, picked up the speech again and shook it.

Then he said.

"Actually, I really can't think of another topic that fits the mentality of the time when I was developing a game with the designer."

"I would like to add a little bit to this question before......"

"The last key to talking to players is to understand their personality traits. Doing so can be a great way to understand what they really think. Because some players just don't like certain types of games, they won't be happy anyway. There's also a category of players that I call 'Mr. Roadside News'. This is the type of player who is sure that something is going on in the game, and you know it's not going to happen. There are also players who are so good-tempered that they are reluctant to criticize others, so much so that you have to force them to express their opinions. By understanding the personality of the test player, you can make the most of your test player's experience as a valuable resource for improving your game. ”

"Next Question ......"

After answering three more questions, Jester looked at his watch, and the time was about right, in fact, if he didn't have something to do later. He doesn't mind spending a little longer, after all, lectures and answering questions like this will not only help to train future great designers. Moreover, it made him relax even more.

"That's the end of what we're going to talk about today and the questions to be answered."

Jester interrupted the question after answering the previous question, and began to speak. As soon as Jester's words came out, you could see a reluctant look on the faces of many people.

But there's no way around it.

He has a lot on his plate, and it's impossible to waste too much time here. In fact, it was not easy for him to spare this half a day.

"Finally, I'm going to make something like a concluding argument to summarize some of the meanings of what I'm talking about today, or rather, to know what these are meant to be - of course, you're saying it's for making games, but in fact, a lot of what you're doing may have made your own games, for example, the reason why I'm here to give a talk like this this time is because your previous opinion assignment game work was won by Sid. Mr. Mel's endorsement, who extended this invitation to me......"

After Jester finished speaking, he thought about it for a while, and he should have prepared his own words.

So, what's the point of all this qiē? Or rather, what are we going to do? It's not a game, but what? Actually, I think in a nutshell is to have a game that you craft zuò to give players who love it an epic journey. ”

"Oh, maybe you think I'm talking big, but actually, that's exactly what I thought when I was designing the game."

"There are so many types of games that you can't say how to play them, but I think 'epic journey' encapsulates the main point of all games, and we need to use psychology to make the journey more epic, and make the epic more journey-like, and there are a few tools needed to do that, and I've talked about the idea of 'fun decisions' over and over again, and the core of the game is the choices that the player faces, and the journey is the process of exploring the various options."

Do you offer options that encourage players to think about the future? Is there enough fun 'unchosen paths' for players? The player chooses path A the first time they clear the level, and the next time they play, they will choose path B. The potency of these options is strong. If you can incorporate these choices into the game, you're on your way to an epic journey. ”

After Jester finished this paragraph, the players in the audience cheered enthusiastically. (To be continued......)