2个人怎么一起玩军旗游戏
Sharing Is Like Alchemy
分享就像炼金术
One of the biggest pleasures of my career has been the chance to be part of the passionate dedicated fan communities which surround games. Whilst there has been huge change in what channels and techniques people use I think there remain some essential Human elements to understanding what makes an engaging community experience and sadly it’s not (just) the game.
我职业生涯中最大的乐趣之一就是有机会成为游戏界充满热情的忠实粉丝社区的一员。 尽管人们使用的渠道和技术发生了巨大的变化,但我认为仍然存在一些基本的人为因素,以了解使社区体验引人入胜的原因,但遗憾的是,这并非(仅仅是)游戏。
There is a kind of alchemy which happens when we have a game that the players want to talk about. The game itself has to command their attention beyond the first few plays and have some intrinsic quality, such as ‘Frustration’, ‘Creativity’ or ‘Competition’, where players stand to gain from interaction with others, even if that is only to gain social points from being seen to declare their passion. Of course most people won’t want to be the first person to post. Worst still, the vast majority of a community will always be silent observers.
当我们有一个玩家想谈论的游戏时,就会发生一种炼金术。 游戏本身必须在最初的几场比赛中吸引他们的注意力,并具有一些内在的品质,例如“挫折感”,“创造力”或“竞争”,玩家可以从与他人的互动中获益,即使这仅仅是为了获得利益社交点被视为宣告了自己的热情。 当然,大多数人都不想成为第一个发布人。 更糟糕的是,社区的绝大多数将永远是沉默的观察者。
The Internet is a wonderful thing but unless the community can be accessed via the game itself there is always some friction inherent in the process of loading up the web-page or finding the right #Tag.
互联网是一件很了不起的事情,但是除非可以通过游戏本身访问社区,否则在加载网页或找到正确的#Tag的过程中始终会存在一些固有的摩擦。
Great game design will think about these social connections, perhaps integrating Facebook or Twitter, maybe even using Image capture or video replay sharing tools like Everyplay. But we need to think of these tools as more than just the method to share. Developing a sustainable experience requires us to understand that the social behaviour of a game community is separate to playing; perhaps similar to watching the DVD extras. You have to be truly engaged with the experience to feel the need to extend it.
出色的游戏设计会考虑这些社交关系,也许整合Facebook或Twitter,甚至甚至使用图像捕获或视频重播共享工具(如Everyplay)。 但是我们需要将这些工具视为不仅仅是共享方法。 发展可持续的体验要求我们了解游戏社区的社交行为与玩游戏是分开的; 也许类似于观看DVD额外内容。 您必须真正地与经验互动,才能感觉到需要扩展它。
Communities take time to get established and Players need to be able to gain confidence that not only will they be accepted but they will be heard. Sustaining the community requires scale, authenticity and consistency. We can’t just put up a couple of posts and get millions of players talking.
社区需要一段时间才能建立起来,玩家需要能够获得信心,不仅会接受他们,还会听到他们的声音。 维持社区需要规模,真实性和一致性。 我们不能只是发表几篇文章并吸引数百万玩家交谈。
The Star Wars Factor
星球大战因素
It helps to consider an idea called Social Identity Theory discussed by psychologists such as Henri Tajfel and Michael A. Hogg. This looks at how our self-conception is integrated in the groups or tribes we feel we belong to. This attempts to understand a range of interesting phenomena like prejudice, conformity and organisational behaviour but for me the best example for games comes down one vitally important statement.
它有助于考虑由Henri Tajfel和Michael A. Hogg等心理学家讨论的名为“社会认同理论”的想法。 这考察了我们的自我观念如何融入我们认为属于的群体或部落中。 这试图理解一系列有趣的现象,例如偏见,顺从性和组织行为,但对我而言,最好的游戏范例来自一个至关重要的陈述。
‘Han Shot First’
汉射击第一
If you know that phrase then it’s pretty likely that you will understand; you might even smile wryly with me. And you’ll know why it really matters. And why Star Wars as a movie falls apart if this didn’t happen. If you get this you are one of us. One of the ‘in-Crowd’.
如果您知道该短语,那么您很有可能会理解; 你甚至可以和我苦苦地微笑。 而且您会知道为什么它真正重要。 如果没有发生,为什么将《星球大战》作为电影解散。 如果得到这个,您就是我们之一。 “人群中”之一。
If you don’t. Don’t worry. It’s a crazy reference to an obscure event early in the original version of Star Wars: A New Hope which George Lucas changed in the Special Edition that really annoyed a large number of hardcore fans. But unless it matters to you, it really doesn’t matter. You can safely forget about it.
如果不这样做。 不用担心 在原始版本《星球大战:新希望》早期,这是对疯狂事件的疯狂引用,乔治·卢卡斯在特别版中对其进行了更改,这确实惹恼了众多铁杆粉丝。 但是,除非对您很重要,否则它实际上并不重要。 您可以放心地忘记它。
That’s the thing about Social identification. The people who are fashionable, those who dress up as Harley Quinn at Comicon, those who know who scored for their team in that epic game in 1978, those who know the difference with a Real-Ale. They are self-selecting for their own communities or Tribes and it’s ok if you don’t get it, but then you can’t join in.
这就是社会认同感。 那些时髦的人,那些在Comicon扮成Harley Quinn的人,那些知道在1978年那场史诗般的比赛中为球队得分的人,那些知道与Real-Ale的区别的人。 他们是为自己的社区或部落进行自我选择,如果您不了解,也可以,但是您不能加入。
Emotional Values
情感价值观
Building game communities isn’t just about how you build the game, but how your players consume it and the shared experiences it represents for them. That’s why it has to be about authenticity. You can’t just create a website and find people will come. You have to find ways to connect people and to make express their emotions about your game as easy as possible.
建立游戏社区不仅与您如何构建游戏有关,还与玩家如何使用游戏以及游戏所代表的共同体验有关。 这就是为什么它必须与真实性有关。 您不仅可以创建网站,而且会找到人。 您必须找到联系人们的方法,并尽可能轻松地表达他们对游戏的情感。
This is core to what we have been doing with Everyplay. By capturing the whole playing experience including the gameplay and the face of the player and providing the means to share that we have removed as much of the friction as we can between the game and the community. In the recent update to our community experience we have expanded on this idea to make it easier to create discussions, threads and reply with video experiences of your own dedicated to your game.
这是我们对Everyplay所做的工作的核心。 通过捕获整个游戏体验,包括游戏玩法和玩家的面Kong,并提供分享的手段,我们消除了游戏与社区之间的所有摩擦。 在我们最近更新的社区经验中,我们扩展了此想法,从而使您可以更轻松地创建讨论,话题并通过自己对游戏的视频体验进行回复。
However, to get the most out of these free tools as developers we need to invest our time into the experience at the same time as surrendering our control.
但是,为了充分利用这些免费工具作为开发人员,我们需要在投入控制权的同时将时间投入到体验中。
Community services naturally allow us to identify potential thought leaders who we should encourage, even inspire, them to engage, but there are challenges we have to accept in that players sometime don’t do what we want, poor behaviour is common place and you can’t expect players to be ‘On message’. You have to moderate and have the option to Ignore, Block or Ban players. If you are lucky, and pay consistent attention, you will end up with a community which establishes its own rules of appropriate behaviour; but depending on the subject matter of the game they may or may not be acceptable to the wider world. On the other hand, the more you try to control a community the more you strangle its potential.
社区服务自然可以使我们确定潜在的思想领袖,我们应该鼓励甚至鼓励他们参与进来,但是我们必须接受挑战,因为玩家有时不做我们想要的事情,不良的行为很普遍,您可以“不要期望玩家成为“消息中”。 您必须主持,并可以选择忽略,阻止或禁止玩家。 如果幸运的话,并始终如一地关注,您将最终得到一个建立自己的适当行为规则的社区。 但是根据游戏的主题,它们可能会或可能不会被更广泛的世界接受。 另一方面,您越想控制社区,就越会扼杀社区的潜力。
Building Pyramids
建筑金字塔
We need to identify and nurture our most engaged community players and find ways to reward them; after all they are helping build retention, providing useful insight and often additional compelling content. I’m not suggesting paying them (that would damage the authenticity), but let them stand out. Give them a chance to shine and perhaps in this YouTube age perhaps even find a way that would enable them to turn their passion into a way to generate their audience of followers.
我们需要确定和培养我们最敬业的社区参与者,并找到奖励他们的方法; 毕竟,他们帮助建立了保留力,提供了有用的见识,并常常提供其他引人注目的内容。 我不建议付钱给他们(这会破坏真实性),但让他们脱颖而出。 给他们一个闪耀的机会,也许在这个YouTube时代,也许甚至可以找到一种方法,使他们能够将自己的热情变成一种吸引追随者的方式。
What is interesting about this is that the community strategies we used to use back in the old dial-up modem days is surprisingly similar. We learned that we needed to create ways to help our most prominent community players able to support their own interest groups. In Wireplay (British Telecom’s original Online Gaming service) we had a Community Manager as a full-time employee who identified a number of volunteer Community Liaisons who in turn each looked after a number of different Club Captains, each of whom had Club Deputies. This creates a kind of pyramid allowing the community to crystallise around the most engaged players.
有趣的是,我们在过去的拨号调制解调器时代曾经使用过的社区策略令人惊讶地相似。 我们了解到,我们需要创建方法来帮助最杰出的社区参与者支持自己的利益群体。 在Wireplay(英国电信最初的在线游戏服务)中,我们有一名社区经理作为全职员工,该社区经理确定了许多志愿社区联络员,这些联络员依次照顾了许多不同的俱乐部队长,每个队长都有俱乐部代表。 这创造了一种金字塔,使社区可以在最活跃的参与者周围凝结。
What was fascinating was how this social pyramid helped unengaged users desire to become more engaged and with the potential to rise through the social hierarchy. Of course. That model isn’t scalable to millions of players. However, the ability to measure my popularity by seeing how many ‘likes’ my uploads & comments are getting, as well as building up followers provides a similar sense of purpose and progression without the community.
令人着迷的是,这个社交金字塔如何帮助未参与的用户渴望更多参与,并希望通过社交等级制度崛起。 当然。 该模型无法扩展到数百万玩家。 但是,通过查看我的上传和评论获得了多少“赞”以及建立关注者来衡量我的受欢迎程度的能力提供了类似的目的感和进步感,而无需社区。
None of that happens without creating an experience which players want to check into many times a day and it’s extremely hard for any one game to have the critical mass to make that happen. Our focus at Everyplay has always been to leverage the social values of sharing video experiences based on games you love. As we continue to develop our community features we are looking to empower each of our developers to be better able to build their own communities within our platform and to make it easier for players to deeply engage with those games. This way every developer can benefit directly from a shared platform, driving more users to return to all of the games they follow. The more games the player loves the more games they will discover and return to.
在没有创造一种玩家一天都想检查的体验的情况下,这一切都不会发生,而对于任何一款游戏而言,要达到这一极限都非常困难。 我们对Everyplay的关注一直是利用您喜欢的游戏来分享视频体验的社会价值。 随着我们继续开发社区功能,我们希望使每个开发人员都能够更好地在我们的平台上建立自己的社区,并使玩家更容易深入地参与这些游戏。 这样,每个开发人员都可以直接从共享平台中受益,从而吸引更多用户返回他们关注的所有游戏。 玩家喜欢的游戏越多,他们就会发现并返回更多的游戏。
翻译自: https://blogs.unity3d.com/2014/12/29/lets-play-together-building-games-communities/
2个人怎么一起玩军旗游戏