Settlement refers to the summary of the game results caused by the player’s actions during the game. It is in a closing stage during the entire game process, and it can also be a stage of connecting the previous and the next. This article aims to analyze game settlement from the perspective of information classification to help designers understand and handle the complex information in the settlement process during the design process, so as to present a good design effect.
Settlement information classification
The existing settlement can be divided into four modules from a general perspective: settlement status, settlement data, rewards and other operations. The split and combination of these 4 information modules can cover most of the current game settlement content.
01, result status
The result status refers to the game result evaluation status. The result status is the well-known success, failure and tie. The form of expression of the result state is basically the expression of words. Related hues such as red and gold are often used as expressions of positive results; blue and gray are mostly related to failure; for draws, some neutral colors such as green are used. In addition, the dynamic and sound effects with related tonalities can enrich the result hint. The result status as a “resident guest” is basically the information content that exists in the settlement interface. It is mainly based on the information requirements of the game settlement to decide whether it will appear alone or combined with other information content.
02. Result data
The result data can be divided into four main categories according to the number of participants in the gameplay and the number of camps: single player data, multiplayer data, dual camp data, and multi camp data.
Single-player data refers to the content of the result data that only individuals participate in when the game is settled. This type of result data emphasizes the increase or decrease of the value, which is mainly related to the rank, the number of stars, and the attributes. Therefore, expressions such as the number of dynamic growth (decrease), the number of stars, and the growth (decrease) of the progress bar are relatively common expressions in single-person data.
The difference between multi-person data and single-person data is the change in the number of participants, which adds a new dimension of order, and the sense of order is the most emphasized part of multi-person data. As shown in the figure below, the first place is at the center of the interface, and the contrast between the icons and the warm and cold colors is added between the first place and the second and third places to emphasize the order of players in the multiplayer competition. Leaderboards are the most common component type in multi-person data comparison.
Dual camps Because the emphasis in this type of dual camp gameplay is hedging, the sense of hedging is also the most emphasized part of the dual camp result data display. The data comparison needs to be clear at a glance. As shown in the figure below, all the data information of the two games is symmetrical, and the symmetry and the sense of conflict just strengthen the idea of data comparison.
Multi-campaign data is complex in most cases, so dealing with the relationship between the two dimensions of complexity and simplicity is a design issue that needs to be considered. As shown in the figure below, when players have a lot of data and are in multiple camps, they choose to do the overall and partial storage processing. Players can see the sorting between the camps from an overall perspective, and they can also see the detailed data inside the camps from a partial perspective. And it does not prevent you from learning to compare and view between multiple camps.
Reward refers to giving honor or property to encourage. In the game, it can refer to higher levels, special skills, cool skins, currency and other specific forms. Awarding rewards at the end of the game is a very common part of the game. Under normal circumstances, the main guiding principle in the settlement of the game is to pay and get rewards (of course, if you have enough Euros, there are still bright moments where awesome rewards are randomly dropped during battle).
Therefore, the rewards in the settlement interface mainly need to consider the versatility of dealing with different result states and the eye-catching sense of the reward itself. As shown in the figure below, in most cases, rewards are still displayed in slots (eye-catching, regular, and easy to expand), and the rewards for props are generally between 0-5, which is a relatively common number of reward displays. If there are more rewards, you can also use a sliding method to display more than 5 rewards.
04, other operations
In a simple understanding, settlement refers to the final result of the entire game link, but from the perspective of the game’s integrity, settlement is a relatively complex link. How to form a compound game closed loop can rely on the following 4 key operating points:
Continue operation is the fastest way for players to enter the current gameplay again-“because it is convenient and quick, it is better to come again”.
Regardless of record, level improvement, or sharing of rewards, the root cause performance makes players feel the urge to share or gains themselves, and this kind of income is an achievement worthy of the player to show off (and it may sell badly!). Therefore, adding the operation of the sharing function in the settlement link can make players vent their emotions on the one hand. On the other hand, it can also increase the spread of the gameplay itself, allowing more players to devote themselves to gameplay activities because of jealousy or interest.
Social operations are mostly based on the situation where the player is greater than 1 in the gameplay. In the process of gameplay, it is inevitable to have “friction” with some players, so social operations of likes or adding friends can quickly draw the distance between players. Because the same interests enter the same gameplay, the entanglement of social attributes is bound to retain more players for the gameplay.
Prompt operation guide
Positive settlement results can arouse players’ desire to share, while negative settlement results are likely to cause players’ desire to improve. Therefore, when the gameplay settlement related to attribute enhancement fails, the enhancement operation interface can smoothly allow the player to enter the closed game loop of “enter gameplay-failure-attribute enhancement-success-next gameplay-failure…”.
to sum up
The four content modules of the settlement interface summarized in this article from a general perspective are basically stable in the settlement state during the design process. The combination and use of it with the other three content modules can basically meet the settlement of most games. In the process of content combination, the designer first needs to see the design points that need to be emphasized for different settlement data: personal data promotion/decrease perception, sense of order of multi-person data, sense of contrast between dual camp data, and multi-campaign data design time The balance of complexity and simplicity. The second is to strengthen the eye-catching and versatility of the reward, and the third is to look at the settlement interface from the perspective of the overall closed-loop gameplay, and provide an interface for the player’s emotion expression and subsequent operations.