Game Guides > pc game > all pc >  

What should not have in designing games

In the game industry, there are high quality games that people like very much, but also there are some games that people dislike. Why the gaming industry is still flooded with inferior game after decades of development? Today, we together seek for seven mistakes that make players feel trouble.
Control mode is not easy to be used
It is just a little gap among meeting the player controlling the role, effortlessly moving around and the frustrate of difficult to use control mode, which is also the key reason that many users do not put the video games as a hobby. In football game, the players need to hold down the 'L1 + B' to take chip shot, which means players need 360 degree rotations of the finger.
Lack of tutorial or poor tutorial design
In the history of the first electronic game "Pong" managed to implant a core concept to clear instructions: 'avoiding missing high score ball'. Today, in the industry rarely there is such a simple game, which means that developers cannot believe that the players will immediately grasp the basic essentials of the game.
Enter into the tutorial, the game will teach players the core gameplay concept. The tutorial design requires for developers to think about, from the angles of players have not yet come into contact with the game. However, this tutorial will not attract players, it is still a challenge in the game design.
Excessive growth of difficulty curve
A masterpiece should be based on the player's proficiency gradually increases the difficulty of the challenge in order to ensure the game interesting. However, developers can easily ignore the way of players dealing with the challenges, resulting in rapid increase in the difficulty of the game. As a result, the game will only make players frustrated or scared, forcing them to give up.
Lack of feedback
The main points of interactive mode are that the actions of the players can get feedback in simple input and output cycle mechanism. Therefore, respond to the action of players is the key to let them stay in the game, if the game cannot achieve this, it will lose its fun.
Electronic game at least should be done to make feedback to the player action, because the basic system it created should be able to quickly provide feedback. This is also the reason why they are called electronic games. Fox example, in "Bejeweled", when you are pairing successful but did not exhibit a pleasant picture. Is this game interesting to you?
Optimal winning strategy.
In "Angry Birds", part of wonderful points are the simulation of the physical mechanism: the bird, the common behavior of swine and building blocks in predictable and unpredictable circumstances. If birdie physical exercise is: Whenever increase slingshot force, will achieve the best results (immediately clear hurdles). This is the optimal strategy, but it cannot become interesting works.
Lack of meaningful options
"Civilization" game designer Sid Meier game once defined games as "a series of interesting options". His works are undoubtedly reflected the concept.
However, the options the game shows are just different results on the surface, it must be bad works. If you cannot rotate the blocks of "Tetris", it means that the smaller the chances of the optimization results, the lower the fun of games.
No reward and no clear goals
When I got it in to defeat friends, or finish the level, it is essentially target-driven activities, in which part of happiness is from toward the established goals, such as 'avoid missing high score ball', 'saving the princess'.
In addition, the goal of good works obviously is clear overall, and the process of struggle is full of joy. This is not common in everyday life; for example, we cannot find the romantic atmosphere from taking out the garbage. If the game does not set a clear goal, it is not a good game works.