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Can you play games and plan games well?

There are more and more people playing games around. My parents' generation, even my grandfather's generation, are trying to feel the charm of online games. It can be said that online games have been completely integrated into our lives.

With the development of the game industry, more and more young people who like to play games and have game dreams have entered the game industry and become game practitioners. They either become game artists, or game programmers, or some become game market operators, but because of their love for games, most of them still become game planners.

So what is game planning? Really, as most players think, playing a good game can make you an excellent game planner?

The game planner is the person responsible for the overall design of the game. Planning needs to include the plot and background story of the game, the core gameplay, the cultivation system, the battle formula, the output of props, the numerical balance and so on.

If you want to know more, you can click on the article "The Role of Game Planning in the Process of Game Making".

In the actual work process, we must face up to our own positioning and consider the game needs of various players as much as possible. You can't design a game based on the expected results of players just because of how your own type of players play the game. I've seen too many different schemes tear each other apart, and in the end they all broke up in discord and failed to come up with valuable design schemes.

This phenomenon is also very common in the actual work process of planning. For example, when we conducted a questionnaire survey on the players in the game, we got a feedback about the test of the game and the easy loss of points, and then we will focus on optimizing these problems with poor experience. In fact, there are other places in the game where the experience is not very good or even serious. The players here are all lost because of bad experiences, and you have no way of knowing.

When analyzing the data of the game, if you don't get a comprehensive research report, don't blindly believe the data, but analyze it more objectively and rationally.

It is well known that the problem of domestic game shanzhai is serious. Some planners who specialize in cottage games often copy blindly without knowing a certain design, and in the end they often make jokes, which are spurned by players and despised by people in the industry.

In the conventional game design, although the planning also needs to adapt to some rules of the industry, in line with the user's behavior habits. However, when designing your own gameplay, you must thoroughly understand the reasons for setting every detail, not just piling it up.

Only when every detail is carefully crafted can we see the desired effect in the feedback of the final players. At this time, as a game planner, you can enjoy the sense of accomplishment as a game planner.