The first hour experience: how the initial play can engage (or lose) new players

Gifford Cheung, Thomas Zimmermann, Nachiappan Nagappan
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引用次数: 39

Abstract

The first time a player sits down with a game is critical for their engagement. Games are a voluntary activity and easy to abandon. If the game cannot hold player attention, it will not matter how much fun the game is later on if the player quits early. Worse, if the initial experience was odious enough, the player will dissuade others from playing. Industry advice is to make the game fun from the start to hook the player. In our analysis of over 200 game reviews and interviews with industry professionals, we advance an alternative, complementary solution. New design terminology is introduced such as "holdouts" (what keeps players playing despite poor game design) and the contrast between momentary fun vs. intriguing experiences. Instead of prioritizing fun, we assert that intrigue and information should be seen as equally valuable for helping players determine if they want to continue playing. The first sustained play session (coined "first hour"), when inspected closely, offers lessons for game development and our understanding of how players evaluate games as consumable products.
第一个小时的体验:最初的游戏如何吸引(或失去)新玩家
玩家第一次接触游戏对他们的粘性至关重要。游戏是一种自愿的活动,很容易放弃。如果游戏不能吸引玩家的注意力,那么如果玩家提前退出游戏,那么游戏再有趣也没有意义。更糟糕的是,如果最初的体验足够糟糕,玩家便会阻止其他人继续游戏。业界的建议是让游戏从一开始就变得有趣,从而吸引玩家。在我们对超过200个游戏评论的分析和对行业专业人士的采访中,我们提出了一个替代的、互补的解决方案。引入了新的设计术语,如“holdout”(游戏邦注:即让玩家在糟糕的游戏设计下仍继续游戏)以及短暂乐趣与有趣体验之间的对比。比起优先考虑趣味性,我们认为阴谋和信息对于帮助玩家决定是否继续游戏同样有价值。当我们仔细观察第一个持续的游戏环节(即“第一个小时”)时,我们便会发现它能够为游戏开发提供一些经验教训,并帮助我们更好地理解玩家是如何将游戏视为可消费产品的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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