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Under the same gameplay, how much can the time spent in each game of mobile games be shortened?
When a game is stuffed from a big screen (end tour) to a small screen (hand tour), it is not only the picture that shrinks, but also some gameplay and the time that the player needs to spend.

Due to the hardware limitations such as data operation and processing ability of mobile phones, the constraints of power and network conditions, or the influence of changeable factors such as the sudden situation of players (such as mom suddenly shouting for dinner), for a long time, the game that travels from end to end can only change the gameplay according to the fragmentation time of players. Although their core gameplay is similar to end games, mobile games will be more convenient and "lightweight". What's more, there are often more casual players than core players. Everyone may have a good time on the subway, get a reward in the toilet, or take it out and have a good fight while waiting for the bus. Few players really spend dozens of hours in Joeri, and rely on charging treasure and radiator to extend the game duration.

Usually, players don't spend too long on casual mobile games. For example, Angry Birds, some levels can be opened even without 1 minute.

For casual games like Snake or San Xiao, it seems that you don't have to worry too much about fragmentation time, but for games that are ported from end-game to mobile, manufacturers must be careful. Most end-games want players to stay longer, so that there can be more active players, so some games will kill more time. The mobile version needs to shorten the game time, which undoubtedly violates the original design intention. Then, in order to shorten the game time per game and let players experience more based on "fragmentation time", what changes have major manufacturers made to the gameplay and how much can they reduce the game time per game?

As more and more heroes join the game, the glory of the king is far from League of Legends. However, considering that their mechanisms are similar and they have the same "michel platini", let's analyze them as a case of transplanting mobile games.

The most popular map of League of Legends, Summoner Canyon, is a huge 5v5 map. With the goal of destroying the "crystal hub" of the enemy camp, the player advances in three ways, destroying the 1 1 defensive towers of the enemy camp along the way (it is not necessary to destroy them all). The destruction of the Highland Tower will activate the Super Soldier mechanism (stronger NPC friendly forces) for a while. On average, a game takes about 30 minutes. Of course, if the opponent has enough food, this time can be discounted.

Compared with League of Legends, the most popular "King's Canyon" in the glory of the king has been adjusted in its map mechanism. Two base defense towers were reduced, and the scale of the whole map was reduced. Players' travel routes are shorter, and the speed of mutual support is faster. Not only that, the glory of the king's super soldier mechanism is infinitely refreshed, making it easier to crush your opponent's NPC friendly forces.

The whole game in the glory of the king only takes about 10 to 15 minutes, which is equivalent to half the time of League of Legends. Judging from the market reaction, the glory of the king's "subtraction" did get the desired effect.

"King's Canyon"

There are several huge maps in Survival of the Jedi. In the end-game version, developer Landong has launched a more compact rainforest theme map "Sano" to speed up the game. In the mobile version, the size of the map basically keeps the original size, which leads to the time-consuming of the whole game process is still similar to that of the end tour.

Longer playing time allows players to consider whether their schedule is enough to "eat chicken" before starting. If not, they may not play at all. In order to allow players to use fragmented time to play games and enrich the gameplay, the mobile game Peace Elite has added some faster-paced entertainment modes.

For example, the "Eagle Eye Special Training" and "Airborne Raiders" modes, which are called 15 minutes to experience sniper warfare, are actually based on some time-limited modes in the end tour of Survival of the Jedi. Players can only choose fixed types of firearms in a limited area on the conventional map, and players can be resurrected indefinitely during the battle. The combat intensity and refreshment of the whole mode are much more enjoyable than that of the conventional mode.

In Elite of Peace, modes such as "quick duel" and "on-the-spot action" which are known as eight-minute quick experience have reduced the activity area of regular games to varying degrees, accelerated the speed of "circle narrowing" and made resources easier to obtain. Although the overall game duration depends on the player's own strength, it will be slightly longer if it is strong, but the general direction is still "subtraction".

This provides a new idea for mobile games to "do subtraction", that is, to give players more choices without changing the classic gameplay, and finally let the market decide which gameplay is more vital.

There is also a model similar to team competition in the "creative workshop" model of the peace elite.

When the veranda version of "Knife Tower Walking Chess" was first launched, Touch Music was already speculating whether it would launch a mobile version-not only considering whether the operation would be simplified, but also considering whether the average duration of nearly 30 minutes per game was friendly to novices. If diamonds cut diamonds, the time limit will be extended indefinitely by accumulating pieces until the map mechanism forces the player to end the game, which seems to be much slower than the classic card game Hearthstone. After all, the latter will consume more time except the slow deck, otherwise, if it lasts for about 20 minutes, both players will face the situation of running out of cards, and the game will naturally not go on.

After the launch of various "self-walking chess" mobile game versions, it can be seen that many manufacturers are not friendly to the control of time. For example, the mobile game "Knife Tower" launched by V Club itself often lasts about 30 minutes per game.

In the newly released Chess Manual (currently only available overseas), Tencent launched the "10 minute sprint mode" for players to choose from. In this mode, not only the revenue per game is doubled, but also the speed and enemy refresh times are accelerated (from 5 to 3), and the player's blood volume is also reduced from 100 to 60. However, if you encounter a difficult opponent, the situation of averaging more than 20 minutes per game will also happen.

Dawn is an excellent "asymmetric competition" game, which mainly tells the escape and pursuit of four human players and a killer player. Suffering from the latter's delay in launching the mobile game plan, the Fifth Personality is "related" to it to some extent, so let's compare the two together.

Only in terms of duration, the game rhythm of "The Fifth Personality" with 5- 10 minutes is much shorter than that of "Dawn" 10- 15 minutes, which is very suitable for players to play fragmented games. Can do this, in fact, what developers do is not "subtraction" in the traditional sense, but "addition".

It is important to repair the generator, but pay attention to the surrounding environment.

As we all know, Dawn and the Fifth Personality have subtle similarities in mechanism. It is also a map with many obstacles. Players who are "escapees" need to start a fixed number of generators on the map and open the "gate" to get rid of the "pursuers", but the noise of turning on the generators will attract the attention of the "pursuers". The core gameplay of the two games is roughly around these small "generators".

The proportion of maps and the number of producers in Dawn and the Fifth Personality are basically the same, but compared with Dawn, the Fifth Personality complicates the occupation and character skills. In the game, players rely more on the cooperation of consciousness to play the game, and will not encounter the situation that human players rely on walking to turn the "killer" when they have a splitting headache at dawn. Paying more attention to cooperation makes the process of winning or losing in the fifth personality faster than at dawn.

In addition to the above-mentioned factors, there are many examples of reducing game time in mobile games, such as Battleship World Blitzkrieg, which not only simplifies ship data relatively, but also shortens the original 20-30 minute process to 6 minutes which is very suitable for fragmentation time by directly compressing the map size and the upper limit of each game. Of course, this is also criticized by many players who are willing to spend time on it.

Transplanting the recognized gameplay in the end tour to the end tour will definitely face complaints from some players who can't spare the time for fragmentation. After all, no one wants to play games with a hot screen in summer, or lose contact in the wild because of too much power consumption in cold winter ... A shorter single game will not make casual players feel bored, but also make players' equipment relax to the greatest extent. Generally speaking, the perfection of the mobile terminal system can really meet the needs of many people.

There are still a few people who play with peripherals.

While "slimming down" the gameplay, manufacturers can actually help end-users develop newer gameplay to a certain extent. The smelly and long game rhythm in Survival of the Jedi has been criticized. Players run aimlessly for 30 minutes on a wide map, and then they are turned into "boxes" by black guns that have been crouching for a long time hundreds of meters away. This design is not uncommon in the end tour, but the experience is not friendly.

These problems were later corrected by many similar products. Applying a faster-paced game mode under the original framework can not only meet the needs of casual players to experience the game quickly, but also inspire end-users to launch new modes. As long as manufacturers are willing, they can also learn from the mobile game model in reverse. After all, not everyone is willing to "convince" a large number of casual players, because it takes too much time, and their money and time are also real money.

Finally, I have to mention that compared with letting the mechanism help players reduce game time, the weapon that can really help players effectively reduce game time is the player's own strength. Whether it is "10 minute gallop" or "8 minute gallop", it is not completely impossible to become "3 minute gallop" or even "1 minute gallop" as long as the gap between players is large enough. ...