Preface: Stream of Consciousness in Games (Part 1)
Back tune-the stream of consciousness from within the battle to outside the battle
The back note originally refers to the front, middle and back notes in a perfume. The back note is the longest lasting in the entire base note of the perfume, and is also the most lasting stage that can leave an impression on people. It is also called the aftertaste “after fragrance” or “End Fragrance”. The end of the battle is also an aftertaste of the entire battle process. The appropriate post-tune has played a proper end to the rhythm of the game, and will also hint at the next battle. To give a simple example, in “The Phantom of the Shadows”, at the last blow, the first pre-judgment is made to slow down the shot of the last blow, which has a certain omen. In addition to letting the player wait with breath, adjust and mobilize the tension of the player Emotions are also used to carry the stream of consciousness at the end of the battle, not to stop and feel abrupt.
Of course, the most important thing from the battle to the battle isTransitional changes in settlement, Let’s start with a stream of consciousness. What happened at the end of the battle? How is the overall result? What’s wrong with me? How much did I grow overall? The result output is from the whole to the individual, from inside to outside. The text (event) of the end of the match appears, the two sides of the battle are settled overall, and the personal achievements in the game: celebration of the character, the number of trophies, experience points, and medals of the character. From the center to the top left, then from left to right, and finally from top to bottom. Overall outsider achievement: character celebration, overall number of trophies, number of gold vouchers. The same is compared with the existing game settlement, which is mostly a single page summary settlement.
Similar to the insights put forward by Tencent game operator AJ in the evaluation of “Tomorrow’s Ark”, the inside and outside perspectives of the screen are only distinguished from the physical perspective of the player, while the settlement inside and outside the ring takes into account the perspective of the player. And awareness, game settlement methods generally have ①Single page summary settlement, ②multi-page progressive settlement, ③combat internal and external contact settlement. The settlement interface is the presentation and feedback of the results of battles or missions. Single-page settlement is the aggregation of information in one settlement interface. There are summaries and information is progressively listed. Multi-page settlement includes time division of information levels. It is guaranteed that there is only one focus at a time, which can ensure the anti-interference of the progressive stream of consciousness compared to the single-page progressive. The internal and external contact settlement of the battle is based on the former two. In addition to the tokens and trophies flying in the interface of the supercell series, there is also a dynamic display of the progress bar settlement, and the item has never been unlocked and turned into an unlocked state. The process, the state change from the task never completed to the accomplishment, etc., are all extended through the off-screen settlement, so that the emotional inertia generated by the player after the abrupt battle is over, there is a suitable flow of consciousness buffer to achieve emotional landing , But also to promote the connection of consciousness inside and outside the screen.
Conclusion-Consciousness stream connection
In the game design, the battle interface is directly made out of battle. However, in existing games, the consciousness of the battle interface is quite different. The end of a battle cannot effectively indicate and promote the start of the next battle.If the consciousness of the internal and external interface of the battle is compared to the two sides of a piece of paper, then the realization of the flow of consciousness is to reverse and glue the paper to form an endless loop of Mobius belt.
In the Supercell series, the bond of reversal adhesion is the reward for flying everywhere. The reward for flying shows the influence of the battle on the battle outside. It has sufficient attraction to guide the player to continue the battle and reward the accumulated status. Quantitative changes have more room for associations of qualitative changes, coupled with the unpredictability of success or failure in battles, so that the flow of ideology is drawn from inside and outside, and the flow of ideology is promoted, and the flow of consciousness inside and outside the battle is connected.
As shown in the figure, the rewards for the traction of the stream of consciousness, except for a single interface flying to show the logic of consciousness (a2b3: rewards obtained from the battle, a2: the hero accumulates to the total trophy, b1 is the crown obtained from someone else’s castle) , When multiple pages change, the relative position of the reward of the previous interface is consistent with the reward position of the latter interface, so that the memory connection path of the player’s consciousness stream will not be wrong. For example, the position of the trophy and token in a1 corresponds to the position of the trophy and token in the a2 icon; the position of the crown of b1 corresponds to the initial position of the crown of b2 and b3, so that the player can maintain a series of settlement conversion pages A clear and smooth stream of consciousness, each terminal that rewards flows will bless the larger rewards caused by quantitative changes.
(The only problem is that due to such harsh stream of consciousness requirements, the information on the a1 interface is relatively scattered and uncoordinated. Therefore, the designer puts the three pieces of information on a1 according to the F-type browsing theory, from left to right, from left to right. The dynamic effects are displayed sequentially from top to bottom to make up for the confusion in the stream of consciousness caused by a single interface.)
How to make the connection between inside and outside of the battle natural and smooth transition can be summarized as the following two points:
1. Look for cases of popular stream of consciousness
As mentioned in the previous part, when you are in an unfamiliar environment in reality, your mind will involuntarily flash the following thoughts: Who am I, where am I, what am I doing, and what am I doing? It is a pure inner monologue. Looking for popular inner mapping from life scenes, while creating virtual worlds, a large part of them draws on the real world. The virtual world has gradually formed its own basic language. For example, in gambling entertainment, players first throw chips and experience psychological games. , Either abandon all previous efforts, or double the collection. In the game, the stimulus is to obtain gems, trophies or crowns. At the end of the game, players will take the rewards into their arms, corresponding to the various reward gems, coins, crowns, Trophies and so on fly into their own accumulation place, players enjoy the process of gaining, more often than the result.In reality, it is difficult to say that the happiness index is positively correlated with the amount of money, but the happiness index is positively correlated with the speed and amount of money growth. From the perspective of stream of consciousness, it isOnly changes, Supercell’s details of every gain and gain are as precious, and the progress bar will have a strong expressive force. Compared with the version of “Brawl Star” two years ago, the dynamic effects of the button are all One by one, the micro-motion effects at the buttons are removed, allowing the attention of the interface to follow the player’s stream of consciousness to the maximum.
To find a popular stream of consciousness, you need to learn the two experience methods of inner monologue and inner analysis. In layman’s terms, it is like swimming itself. You need to be able to sway your limbs in the water, and you need to be able to twitter and guide on the shore.
Inner monologue:What is involved is the inner monologue and inner analysis in the stream of consciousness technique. Without others listening, a character directly reveals what he feels and thinks without hesitation. Inner monologue is the prerequisite for analyzing the player’s consciousness and feeling your feelings, visually speaking, it is to swim in the river of subjective experience.
Inner analysis:As far as the image is concerned, it is watching from the bank of the river of subjective experience. The characters analyze and trace their thoughts and feelings rationally. The flow of information consciousness can be used to sort out inner monologues and inner analysis. It is a sequential awareness of general and popular information browsing. Inner analysis is usually used in settlement and guidance. For example, after the emotional analysis of failure at the interface, encouragement and a way to become stronger. After conforming to reality, ordinary people will sort out their emotions after failing, and then make themselves stronger consciousness. This is also well understood in the game, so that there will be little interruption and frustration in the game world.
Inner Monologue: Swimming in the River of Subjective Experience
Inner analysis: watching from the bank of subjective experience
2. Design method to pave the way for stream of consciousness
In the ideological flow of external suction, internal suction and external flow, free association is the main internal driving force, montage is the external attraction, and poetic and musical are the smooth transition between them. Agent.
Free association of consciousness:The character’s stream of consciousness does not show any regularity or order, which stimulates new thoughts and imagination, and releases a series of impressions and feelings. Although the personalized way of free association deviates from the first popular stream of consciousness, it has an unbreakable contribution to the innovation of the interface. The novelty generated by the self-association is an important driving force for the flow from the inside to the outside, which continuously promotes the player’s consciousness cycle.
Montage technique:It is similar to show the multiplicity of things to make players think of the whole event. There cannot be too much span between events, and proper association space needs to be maintained. Things A to B, shots one to two, will lead the player’s consciousness to different paths.
The poetization and musicization of consciousness:In order to strengthen the symbolic effect, poetry and music are sometimes used. Image metaphors, movement structure, rhythm and rhythm are widely used to imply the feelings, impressions, and mental states of characters at a certain moment. The rhythmic countdown in Supercell, cheers, upsounds in victory, downs in failures, and rhythmic sound effects from flying gold trophies make the stream of consciousness become active.
Stones from other mountains can be used for jade, and there are many references to psychology in the field of design research. In today’s interdisciplinary field, some methods in other fields tend to give existing fields a new perspective, which is that they can be dialectical. Look at problems in existing areas. Just like in the movie “Arrival”, one more language, one more way of understanding the world, and even foreseeing the future. In the torrent of user experience, the interaction designer plays the role of Dayu in water management, clarifying the flow of consciousness, foreseeing and changing the experience of the river.
Author: The dawn