Using dynamic design to maintain the player’s flow model is an adaptive design method for game interaction designers, which helps to create an immersive game experience.
The core of the dynamic design is to adjust the game through constant changes to maintain the state of flow. The purpose is to narrow the game immersion experience gap between the master and the rookie among players.
The game dynamic design is divided into auxiliary adjustment and active adjustment.
The game makes adaptive adjustments to game content by analyzing player behaviors, and presents them in a form that is more in line with player needs.
1. Dynamic tutorial
If the player is given a lesson at the beginning of the game, through rough text and animation interrupting the experience, the player will be forced to give the player a game strategy, which will make the player psychologically resist, and the teaching effect is not ideal.
If necessary hints and tutorials are missing in the subsequent games, there are many game skills that many players may not be able to master for a long time.
The dynamic tutorial is to break up the game tutorials and distribute them to all corners of the game process, appearing more friendly and timely.
For example, “Overwatch” provides dynamic small tutorials through the collection of player death data, and teaches players little by little in the game.
Game tutorials are often inadequate. For the game designer, he is a master of the game, because he is very familiar with the gameplay and cannot judge the player’s needs for the tutorial based on the designer’s experience.
This requires that the game tutorial be allowed to appear repeatedly and remind the player repeatedly, and when it appears reasonable, it will not interrupt the player’s experience, but encourage the player to continue trying to achieve the effect of psychological comfort.
The prerequisite for the dynamic tutorial is the data analysis of player behavior in the background:
■ It is detected that the player data is excellent, indicating that it is “high play”, and the prompt tutorial does not need to appear;
■ Poor player data is detected, indicating that the player may have low skills or do not know how to play at all. Tutorials should appear frequently.
Take care of the players from both sides, so that the gap in the experience of the players at both ends is narrowed.
2. Dynamic rewards
The success of “Mario Kart” game experience lies in narrowing the experience gap between masters and rookies as much as possible.
For a living room console game, its audience may be very wide. There are young people who are responsive, elders who have a weaker response; there are adults who operate consistently, and there are children who like chaos.
If there is no dynamic reward design, the following situation is more likely to occur: the game master at home will always be the first, the rookie will always be the last, and the fun of the game will be greatly reduced.
The player ranking first means that your game challenge is not up to your level, there is no fighting, and lack of fun.
Players ranked last are too challenging, and there is no “competitor” for tug-of-war.
Neither the first nor the last can achieve the flow experience.
Therefore, Nintendo designed to reduce the acquisition of favorable resources for the first place, and it is easier to be targeted by the turtle shell.
The last player can obtain weapon resources, and the use of the players in front allows him to return to the middle of the team to participate in the competition.
By dynamically adjusting the game resource rewards, the game can be more interesting and immersive.
However, such a design must grasp a balance, grasp the scale, and avoid players from feeling unfair. To make players who play well, rewards and debuffs exist at the same time, and the system quietly handles the ratio between rewards and debuffs, which is done invisibly. Dynamic adjustment.
3. Dynamic difficulty
Through the analysis of the player’s game data, the player is prompted whether it is necessary to adjust the difficulty.
If the data analysis shows that the player may be struggling to play, you can ask the player whether to reduce the difficulty of the game; the player is too easy to play and ask whether to increase the difficulty.
Some games don’t even ask questions, and automatically adjust the difficulty of the game based on the player’s performance to avoid asking the player to feel “rude”.
For example, in “Assassin’s Creed: Odyssey”, players will be provided with many game goals/tasks, and the interface will prompt the corresponding task based on the difficulty information of the current player level, reward information, and let the player make their own choices.
Players make choices in the game, generate thoughts in their brains, and enhance gameplay and immersion.
The interface should provide enough information for the player to make a choice: whether to decide whether to take the risk to complete difficult tasks and get rewards.
At this time, the interface provides enough information. If the amount of information is too small, the player’s difficulty level is ambiguous, or the reward information is missing, the player will not be able to make decision-making behavior.
There are also dynamic designs in product interaction design: such as “NetEase Cloud Music” recommended playlists, customized radio stations, etc., which are recommended according to preferences.
Dynamic design is a series of invisible auxiliary systems that help the game adapt to the player’s level and help the player maintain the experience of heart flow. The game must adapt to the player’s level.
The game has been learning players’ fighting habits, analyzing operational capabilities, and trying to make players get a consistent game experience.
The level of players is uneven. You can’t just make a game for one player. To allow more players to play our game, as a designer, you must consider how to adapt the game to more game levels to adapt to the player’s skills. Level.
Source: Game Logic