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[Game Design Bible] A collection of mechanisms that make humans happy. Traveling is the most fun time.
Roughly speaking
- The story of the huge hit of Animal Crossing: New Horizons grabbed the hearts of women. Get service inspiration from the Game Design Bible.
- Maybe Bartle's classification of game players would be useful for the service?
- A list of when people feel joy. It's not just a desire for approval.
Animal Crossing: New Horizons grabs the hearts of women.
We introduced Previous article that Animal Crossing: New Horizons has many devices that will make you hooked on capturing the hearts of users, especially women.
By the way, the creator was Kyogoku Aya. From "Let's Go to Town, Animal Crossing (Wii)," this person created, he began to focus on photography, interacting with friends, and items, and made it a game different from the original.
Although the Game Design Bible has already become a literal bible for game creators around the world, it has never been a hot topic among people who plan business. You may think it's irrelevant, but it's packed with tips for creating an interesting service. I would like to introduce some of this time.
Bartle's classification of game players is useful for analyzing people's pleasures
According to Bartle, players who participate in the game are divided into four categories: Each person feels differently.
- Achiever (achiever). Working purely in the game world to achieve your goals. It refers to players who practice their aim every day in APEX or other places, aiming for diamonds.
- Explorer. A player who is interested in the extent to which the game has and is more interested in discovering than achieving his goals. Suitable for RPGs and Minecraft.
- Socialiser. A player who is interested in relationships with others. Cooperative plays with Monster Hunter will bring joy to sympathize with you.
- Killer (murderer). A player who is interested in competing with others and defeating others. My hobby is competition and destruction, but in reality I just want to make others aware of my existence.
It is important to classify and properly allocate members in social communities and organizational management. Shrinking away information from an incomprehensible state and making it analytical possible leads to finding a good solution.
You could also classify your position. Especially if you are a killer, you will be extremely nuisance to those around you. Classifications such as "If you become a loner-like businessman, you might succeed in becoming a great success." By the way, Gonjicchi is an Explorer.
If you want to have engagement with your service, prepare some gimmicks that will make your services appealing to Achievers and socializers. The more people there, the more fun it will need. There is a possibility that killers will freeze the field, so some measures to combat killers will also be necessary.
List of people who get pleasure
Apart from the classification of users, the factors that generally make humans happy are listed below.
- Hope. When you know that joy will come, the time you wait for it is also joy. Traveling is the most enjoyable when you're planning.
- Finished. It feels good to finish something. Eat every dot in Pac-Man and defeat all enemies, the joy of defeating them all comes from completion.
- Gift. It's nice to have someone happy with a surprise gift. I often use donations and Animal Crossing: New Horizons.
- The misfortune of others. People will enjoy being socially sanctioned by those who have committed fraud. In German, it is called Schadenfreude.
- Humor. When something completely unrelated suddenly harmonizes with a shift in shipping, you can experience it. It often happens when you come up with ideas.
- Possibility. I'm happy that there are so many options and you can choose whatever you like. All-you-can-eat and costumes.
- Pride for results. After achieving results, this is a system that gives you pride and confidence. Usually something you can boast about your children and grandchildren.
- Surprising. The brain is always looking for surprise, and the Aha experience is a typical joy.
- Thrill. The roller coaster designers seem to be conscious of "fear-death = fun." When you feel terrifying but also feeling safe, you will get the best joy. The same goes for bungee jumping.
- A victory that transcends adversity. I especially love Japan. There is great joy when you win from a situation where you are about to lose. It is called "fiero" in Italian.
- Amazing. Panic horror and spectacular views can turn awe and wonder into joy by intonation of emotions.
Just one thing, make sure your service doesn't bring any joy. Using this list as a reference to analyze why you're hooked on what you're currently into, you'll be able to improve your accuracy when creating something.