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Thoughts on Improving Game Engagement


Either the 911 operator or the plague Inc, they do not let the player manipulate the more specific objects, but make the gameplay with a more abstract way. One advantage of abstracting is that players can use their imagination to repair things that are not shown in the game. In the 911 operator's game, when the police clash with the enemy, it doesn't play any past animation, but just plays an appropriate sound, with a voice: "Officer Down!" Or in a plague company, after a large area of a country has been infected with news reports: "XX government downfall!" With this information, our brains will create an incredible, perfect shooting scene, and all this triggers only a small amount of information in the game. (it may be useful to read some articles that I have written before. The tactics in the game are different from the skills of the shooting game and the action game, but it is not that the rest of the game has no thinking elements, but the focus is not the same. There are two directions in the strategy game, one is the strategic direction, such as the 911 operator, the plague company, and the other one is Clash Royale and Clash of Clans. although there are certain differences, the principles are similar. Then more specific: Where are the other aspects of the strategy game that fascinate the players? The fun of thinking skills Trigger - > action - > feedback (fun) This flow is a major factor in promoting the player to experience the game over and over again. When we understand this principle, we can understand the "fun of thinking and learning" and it will be easy to understand. Learning is a very special ability, and our ancestors had mastered this skill early, and they learned to survive for longer. When our ancestors learned something that could make them live longer, the brain encouraged us to continue to do it, so the brain gave us amine polyphenols, and we felt the pleasure of a certain nature, and so we started a repeat process. Why do you say that thinking makes us feel happy? Because the essence of thinking is actually continuous learning. In strategy games, players will constantly learn to master the allocation of resources so as to maximize their interests. When the player's action gets positive feedback, he will start a cycle of this mechanism. In most games, the feedback of the mechanism is very fast. For example, in the shooting game, we can get feedback quickly when we shoot the enemy. In the game, the time of the feedback is delayed, and the decision you made in this round will not get feedback until after several rounds. And in the process of waiting, there are many variables that may affect the feedback of the result, which makes us learn how to make the right choice in the process of replaying again and again. At the same time, because of this reason, the strategy game has a certain depth and a relatively long life span. It is not to say that because we get a positive feedback from the first level in the game, so we are going to repeat the first level. We will make an analogy and tend to use the same mechanism in other levels. The analogy means that we will use this mechanism in a level that has the same characteristics as the first level, like the second level.

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