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I pointed out the core pain points in many game designs on the market today - too fast content consumption, lack of repeated experience ,weak social pressure, and achievement-driven fatigue.
> Core Problem Analysis
1. "GT One-time" and "Adding Cultivation Cap":
Fast content consumption: "GT" (new content/gameplay) is often a carefully designed one-time experience (plot, new map, new copy), which is quickly consumed after players invest a lot of time and energy, leaving a huge content vacuum period.
Crude extension of the development line: In order to fill the vacuum period, manufacturers often use the method of "simply and roughly raising the development cap" (level, equipment, skill level, new characters/weapons, etc.). This is essentially "using numerical thresholds instead of content design".
"Intensified contradictions":
Players' sense of frustration: Players have just "graduated" or are close to "graduation", and the new cap has come again. They feel that their efforts have been reset to zero, and they are always catching up, and their sense of achievement and satisfaction are diluted.
Content Hollowing: The core fun of the game has changed from experiencing content to endless numerical accumulation, and the gameplay has become repetitive and boring.
Increased pressure: In order to keep up with the new cap, players are forced to invest more time/energy/money, and casual games have become a burden.
2. "The plot is like a book, I don't want to reread it":
Plot-driven games or large updates are indeed like a good book, with a strong sense of immersion in the first experience, but lack replay value. Unless there are branches, multiple endings or deep narrative exploration, it is difficult for players to actively repeat the experience.
This leads to players having nothing to do after the content is consumed, especially for players who prefer plot/exploration.
3. "Lack of new content that is repetitive, social, simple, non-achievement, and stress-relieving":
This is the core pain point of players' needs and is also the part that is generally missing in current game design:
Repetitiveness: It does not mean repeated dungeons, but sustainable content that "the gameplay itself is interesting, low-pressure, can be participated at any time, and the experience is slightly different each time."
Sociality: It is not a high-intensity, high-organization team dungeon or PVP, but a **relaxed, low-threshold gameplay that promotes natural interaction between players**.
Simple: Easy to get started, clear rules, no need for complex strategies or high investment.
Non-achievement: no powerful rewards, no leaderboards, no rigid progress requirements, purely for relaxation and fun.
Relieve stress: Content that can relax people and escape from high-intensity competition or development pressure.
> Why are these "relief contents" so important?
1. Maintain daily activity: In the intervals between major updates, this type of content is the key to retaining players and keeping the game world vibrant.
2. Reduce the risk of churn: When players feel that the development pressure is high or bored, these contents provide a ★safe haven★, reducing the loss caused by fatigue or frustration.
3. Enhance players' sense of belonging: "A relaxed social environment can" cultivate players' feelings for the game world and a sense of community identity.
4. "Balance the rhythm of the game:" Between the tense and exciting "meals" (plots, difficult dungeons), provide easy-to-digest "snacks" to make the game experience relaxed.
5. "Attract a wider range of players:" This type of content is especially friendly to casual players, social players, and players with fragmented time, "expanding the user base."
> Possible solutions and content forms (mitigation content)
1. ★”Building the “third space in the game”:
Concept: In addition to the “first space” for fighting/cultivation and the “second space” for home/main city, create a public area for players to “purely relax, hang out, meet by chance, and have light social interactions”.
Form:
* Large-scale leisure social maps: such as scenic tourist areas (with dynamic weather and day and night changes), lively markets/squares (players setting up stalls, performances, small games), hot springs/beaches, etc.
* Low-threshold interactive gameplay: Add in these areas:
* Mini-game collection: such as chess and cards, fishing (real leisure), simple sports (kicking football, running), hide-and-seek, music performance/song request system, photo punch-in challenge (no ranking).
* Environmental interaction: chairs that can be sat on, musical instruments that can be played, props that can change the environment (setting off fireworks, changing local weather), pet interaction area.
* Player-created content display: graffiti wall, message board, player work (painting, design) exhibition area.
2. Deepen the "non-utilitarian" sandbox/creative elements:
* Home system upgrade: Not just furniture placement, allowing players to highly customize terrain, buildings, and landscapes (similar to a simplified version of simulated construction), and can easily invite friends to visit, visit, and decorate together.
* Free creation tools: Provide simple level editors, music editors, and character appearance design tools (for entertainment only, not involving attributes), allowing players to create and share their own works, and other players can experience these player-created content purely for entertainment.
* Virtual life simulation: Add some completely unprofitable "life" small interactions, such as cooking (just for fun), gardening, caring for small animals (non-combat pets), and small chat theaters between characters.
3. Design "zero-pressure" light social gameplay:
* Cooperative mini-games: such as two-person puzzle solving, carrying items, rowing, dancing/rhythm games (simple cooperation required).
* Large-scale non-confrontational public events: Such as festival celebrations, concerts, light shows, collective release of Kongming lanterns, etc., "players only need to participate to get a sense of atmosphere and light interaction."
* Interest-based community function: It is easier to find small groups with common interests (such as fishing, taking photos, plot research, and appearance collection) in the game, and provide exclusive lightweight community activities or communication spaces.
4. Provide a truly "casual" way to obtain resources:
* Diversify daily/weekly tasks: In addition to combat tasks, add a large number of "optional non-combat tasks" (such as sending letters, exploring scenic spots, taking photos, completing small games, helping NPCs solve non-combat problems, and having a relaxed interaction with other players).
* Decentralized resource acquisition: Allow players to obtain basic resources through a variety of different types of activities (including the above-mentioned leisure activities), "reducing dependence on high-intensity repeated copies."
> Changes that manufacturers need to make
1. Changes in design concepts Recognize that "player retention" is not equal to "online time/paid turnover." A healthy player ecosystem requires a relaxed experience. Relief content is not a waste of resources, but the cornerstone of long-term operation.
2. Invest in resource development: This type of content also requires careful design and investment in art resources, and it cannot be made rough just because it is "casual."
3. Weaken numerical binding: Rewards should be based on non-numerical content such as appearance, expressions, actions, social props, home decorations, etc., to avoid turning new "casual" gameplay into a new burden.
4. Encourage rather than force: "These contents should be optional and welcome", rather than forcing players to participate in order to keep up with the mainstream progress.
5. Pay attention to community atmosphere guidance: By designing a friendly and relaxed social environment, combat behaviors that create pressure in leisure areas (such as screen swiping, harassment, high-intensity sales, etc.).
> Summary
The vicious cycle of "accelerated pace - one-time content - increased cultivation limit - intensified contradictions", as well as the new content that players crave for "repetitive, social, simple, non-achievement, and stress relief", accurately points out the core dilemma of many current games (especially online games/mobile games that continue to operate). The solution lies in:
* Break out of the single cycle of "content consumption + numerical cultivation".
* Invest resources to build a rich and attractive "in-game life" experience.
* Provide a truly relaxing, stress-free, fun- and social-centered "third space" and gameplay.
* Shift the game's goal from simply "becoming stronger" to "experiencing fun", "building connections", and "enjoying the virtual world".
This requires game manufacturers to make major adjustments in design concepts and resource allocation, and recognize the importance of such "relief content" to the long-term health of the game and the happiness of players. Only when players can experience exciting adventures and a sense of achievement in growth in the game, and find a haven to relax and enjoy social fun, can the game truly become a sustainable and vibrant world.
thank you~
⭐The design of "Friends Circle" is a failure; because no one will take the initiative to watch these contents; if you look at Korean games, Nikke, they have red dots and interactive designs.
⭐The game lacks natural social interaction, and dungeon social interaction is undoubtedly "seeking a plum to quench thirst" (the visits between friends you need, the code and design understanding are not given to you, this is right?), which is also a failure point of abandoning the farm design;
⭐Players are under a lot of pressure and need to relieve stress;
⭐There are guild games, but they are generally difficult; because the players who insist on playing generally say that the games are "high blood pressure games"
⭐This is also what I proposed. Why should we try not to add rankings to the mini-games? What the game needs is "burden reduction"! Because whether in Korea or other countries, social pressure is generally too high Life is already so tiring, why do we have to "suffer in the game"?
On the whole, "raising the upper limit of practice": engraving, blessing, flowering, six stars, "achievements", and "hell" are all fuses that ignite pressure and detonate rhythm. Challenge content, yes; but please increase, reduce the difficulty of options, so that most player groups can play it (so, please gradually adjust the difficulty of the challenge content like the world level); and the latest main line, don't be too simple, making the experience boring;
yes, players are so weird ╮( ̄▽ ̄)╭
thank you~
관리자에 의해 규제된 글입니다. 규제관련 안내
개선글에 굳이 이런 댓글을 다는 의도가?...
@복귀한 망고 I don't know if he is so hostile to China because of the "freedom of speech" tiktok, but he is insulted for no reason and attacks his own leader... It's like a deliberate "provoking war"...
@洛雨 just block him. thx for always posting ideas to make this game better!
@복귀한 망고 You're welcome. It's my duty.
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