Chapter 657 The Journey of the Game
After thinking for a moment, Jester had the answer in his heart.
Actually, it’s not considered thinking, I just recalled some of my experiences in this area.
"Listen to the players' opinions, this is one of the psychological skills that an excellent designer must learn. It is not difficult for him to learn. As long as he is careful and sincerely wants to learn, then I have never seen anything I can't learn. Maybe you will say that this is to bring in the players' thinking to better listen to the players' opinions, right? In fact, although this skill is not difficult to master, it is not as simple as you think."
Jester didn't say that quickly.
"Actually, I have said so much before. I think everyone has fully or partially agreed with some of my views - game design is an ensemble process, and the specific step is to continuously add content to the prototype based on feedback." Speaking of this, Jester paused for a moment, and then asked a question with a smile.
"So, what would you do if you were a designer?"
This is a self-question question. Jester immediately gave his answer, and the answer was very simple, which was exactly the question asked by someone just now.
"If you really plan to do this, you have to spend a lot of time talking to the player. In my experience, it is not beneficial to understand the player's opinions literally. Players have several reactions to the game, one of which is to provide you with solutions. Sometimes the solutions provided by players are useful, but they do not improve the overall quality of the game, so it is easy for designers to ignore these opinions."
In fact, Jester was summarizing the essence of the things he had previously described to answer the student's questions.
"But designers should consider in-depth why players put forward these opinions and why players feel dissatisfied. Many times you can find solutions that are consistent with your original design ideas. These solutions may not be consistent with the player's proposal, but they can indeed solve the problem happily. Designers may also obtain emotional feedback with the exact opposite content: players will feel that the game is 'feeling wrong' and 'I don't understand'. Similarly, designers still need to figure out why the game causes such emotions, and they need to figure out how to modify it to dispel negative emotions or strengthen positive emotions."
"This is actually back to where I said at the beginning of this speech..."
Jester smiled.
"My speech topic. Everything you know is wrong... Many people may have doubts about why I took such a topic. What exactly does this mean? What is the fit between what you are talking about and your topic?"
As Jester said, he walked back to the back of the podium again, picked up the speech and shook it.
Then said.
"In fact, I really can't come up with another topic that needs to be in line with the mentality of the time when developing a game with the designer."
"I want to add a little bit of this previous question..."
"The last key to talking to players is to understand the personality characteristics of players. Doing this helps to understand their true thoughts. Because some players just don't like specific types of games, they won't be happy no matter what. There is another type of player, I call the 'Roadside News'. These players insist that something happened in the game, and you know it will definitely not happen. In addition, some players have a very good temper and are reluctant to criticize others, so that you have to force them to express their opinions. By understanding the personality of players, you can make full use of the experience of the test player as a valuable resource for improving the game."
"Next question..."
After Jester answered three questions, he looked at his watch and the time was almost done. In fact, if it weren't for him to have something to do later, he wouldn't mind staying here for a while. After all, such lectures and answering questions will not only help cultivate outstanding designers in the future, but also let him relax.
"The time for what to talk about today and the questions to be answered is over."
After answering the previous question, Jester interrupted the change of the term and started to say it. As soon as Jester said this, you could see many people's faces showing reluctance.
But there is no way to do this.
He has a lot of things to do, and it is impossible for him to waste too much time here. In fact, it is already very difficult for him to take out this half day.
"Finally, I'll do something like summarizing the words. Let's summarize what the meaning of what I'm talking about today, or know what they are doing - of course, you said it's for the purpose of making games, but in fact, many of the things you are doing may have made games by themselves. For example, the reason why I did this speech is because your previous comments and homework was recognized by Mr. Sidmel, who sent me this invitation..."
After Jester finished speaking, he thought for a while and was probably preparing his own words.
"So, what is the point of all this? Or, what exactly are we going to do? Not to make games, but what? Actually, I think in a nutshell is to give an epic journey to the players who like him."
"Oh, maybe you think I'm talking big, but in fact, I really thought that when I was designing the game."
"There are countless types of games, and the way to play games is hard to describe, but I think the 'epic journey' can summarize the theme of all games. We need to use psychology to make the journey more epic and make the epic feel more journey-like. There are several tools needed to do this. I have repeatedly talked about the concept of 'interesting decision'. The core of the game is the choices faced by the players, and the journey is the process of exploring various choices."
"Does the options you provide encourage players to consider the future? Does it provide players with an interesting enough 'unselected road'? Players choose Road A when they first pass the level, and will choose Road B when they play next time. These choices are very effective. If you can add these options to the game, you will embark on a smooth road to the epic journey."
After Jester finished speaking this paragraph, all the players in the audience cheered enthusiastically. (To be continued...) i1292
Chapter completed!