游戏系统拆解:明日方舟 / Game system: Arknights

游戏系统主框架 / Main framework of the game system:

游戏的核心循环:干员系统→战斗系统→资源→干员系统,这是一个负反馈循环,如果无外界干扰,系统各项参数会稳定在一个水平上。

通常来说,无付费的游戏体验会在某个时候稳定到一个水平,但是人们对游戏体验的要求只会越来越高,而付费会提升游戏体验。

资源系统、干员招募、玩家的水平会介入到核心循环中,给予其提升的动力。

The core cycle of the game: Operator system → Combat system → Resources → Operator system. This is a negative feedback loop. If there is no external interference, the system parameters will level off at a certain level.

Generally speaking, the unpaid gaming experience will stabilize to a certain level at some point, and people's requirements for the gaming experience will only become increasingly higher, and paying will enhance the gaming experience.

However, the resource system, recruitment of operators, and the gaming level of players will intervene in the core cycle, allowing it to improve.


资源系统 / Resourse system:

符号 (=) 或者 (II)意味着时间延迟。

The sign of (=) or (II) means time delay.

干员在工作时会消耗精力,宿舍能回复干员的精力,类似地,制造和贸易需要时间来获得产出。这种时延设计能增加玩家的粘性与打开游戏的次数。

The stamina of operators decrease when they are working, while the dormitory can restore the stamina. Similarly, manufacturing and trading take time to produce output. The design of the time delay can increase players' engagement and the number of times they open the game.

能量货币:体力(作为一种会自动回复并且有回复上限的货币,当它在接近满额时,会激励那些想储存体力的玩家打开游戏,并消耗体力来进行游戏)
Hard currency: Stamina (As an auto-regeneration currency with a lmitation of the maximun amount, when it gets close to full capacity, it encourages players who want to conserve energy to open the game and spend the stamina and engade in the gameplay.)
+可以使用源石来回复体力

中性货币:干员信物
Medium currency: Operator token
+战斗系统
+商店系统
+任务系统
+基建系统
-干员系统(招募、潜能)

软货币:龙门币
Soft currency: Longmen currency
+任务系统
+基建系统
+商店系统
-干员系统(等级提升、精英化)

软货币:养成资源
Soft currency: Development resources
+战斗系统
+商店系统
+任务系统
-干员系统(技能、精英化)

硬货币:合成玉
Hard currency: Jade
+战斗系统(活动关卡、剿灭关卡)
+商店系统
-干员系统(招募、潜能)

硬货币:源石
Hard currency: Origin stone
+商店系统
-干员系统(皮肤)


战斗系统 / Battle system:

能量货币体力的上限设计与每日回复设计能让无付费玩家每日参与合适数量的游戏玩法,当然付费玩家能够突破这些限制。

The limit and restore of stamina per day allow non-paying players to engage in an appropriate amount of gameplay everyday, although paying players can break through these limits.

戒断反应 / abstinence reaction

在战斗前的编队阶段,玩家可以借用他人的一个角色来助战,让无付费玩家享受一次付费玩家的快乐。然而,玩家在有强力角色助战时有多享受,没有助战时就有多痛苦,这在医学上叫做戒断反应。这种设计的目的是促进无付费玩家进行消费。

In the phase of arranging operators before a battle, players can borrow one of the other person's operator to support the battle, allowing non-paying players to enjoy the pleasure of being a one-time paying player. However, how much players enjoy fighting with powerful characters, and how much they suffer when they don't, which is medically known as a withdrawal response. This is designed to encourage non-paying players to spend money.

玩家在完成关卡后可以添加对方为好友。好友之间能进行线索交换,完成线索搜集。这样一来,玩家被提供了一种激励,来借用他人的角色、进而添加对方为好友,从而形成了一个正向循环。

Players can add each other as friends after completing the battle. Friends can exchange clues to complete the collection of clues. In this way, players are provided with an incentive to borrow characters from others and then add them as friends, creating a positive cycle.

启动效应 / priming effect

启动效应(priming effect),一个心理学概念,指一个先快速呈现的刺激 (启动刺激) 对紧接着出现的第二个刺激 (目标刺激) 的加工产生的影响。启动效应的产生依赖于启动与目标刺激问存在的关系。

The priming effect, a psychological concept, refers to the effect of a quick stimulus (priming stimulus) on the processing of a second stimulus (target stimulus). The priming effect depends on the relationship between priming and target stimulus.

在游戏中,在战斗开始之前,玩家会获得一张战场地图。此时玩家对战局的布局有了个大概的构想。

In the game, before the battle begins, the player is given a battlefield map. At this point, the player has an idea of the layout of the battle.

在敌方兵力来袭之前,游戏会以线条做出提示。玩家在有了布局构想的前提之下,他们的注意力被那些线条所吸引,并集中在一个相对较小的范围内。这样一来,游戏就能够帮助玩家做出有效的游戏决策了。

Before the enemy attack, the game will indicate some lines. Under the idea of the layout, their attention is drawn to the lines and focused on a relatively small area. In this way, the game can help players making game decisions effectively.


干员系统与干员招募系统 / Operator system and operator recruitment system:

干员招募系统 / Operator Recruitment System

公开招募干员具有时间要求。

There is a time requirement for open recruitment.

但是玩家可以选择立刻招募,找到自己想要的干员种类,只是这需要加急许可,加急许可以用高级凭证来换,而高级凭证是干员寻访的副产物。

However, players can choose to recruit immediately and find the type of operator they want, but this requires an urgent license, which can be exchanged for advanced certificates, a by-product of the operator searching.

总的来说,这个公开招募的时间限制对于无付费玩家来说,是一种提升玩家粘性的工具,对于付费玩家来说是一种找到自己想要的干员的便捷手段,从而提升了游戏体验。

Overall, the time limit of open recruitment is a way to increase player engagement for non-paying players, and a convenient way for paying players to find the operator they want, thereby improving the game experience.

奖励体系 / Reward System

一、对各种玩法进行奖励。在这种奖励制度下,玩家并不是被游戏玩法驱动,而是被奖励驱动。

The first type of reward design in the game is to reward various types of gameplay. In this way, the player is not driven by the gameplay, but by the reward.

好的结果是玩家可以被驱动着跳出自己的舒适区,去探索更多玩法。不好的影响是玩家为了奖励被迫去做不想做的事情。

The positive result is that players can be driven out of their comfort zone to explore more gameplay. The negative effect is that players are forced to do things they don't want, in order to be rewarded.

但是游戏设计了过量的的奖励触发条件,足以让玩家较为轻松地获得所有奖励。另一方面,一些奖励触发条件的难度会逐渐增加。其结果是玩家既可以跳出舒适圈,尝试新鲜事物,也可以在完成自己擅长的玩法中获得奖励。

However, the game is designed with an excessive number of reward triggers, making it easy for the player to get all the rewards. On the other hand, some reward triggers become increasingly difficult. The result is that players can either jump out of their comfort zone and try new things, or they can be rewarded for doing what they're good at.

二、随处可见的连续登入奖励,用以留存玩家。

The second type of reward is the sequential rewards, a common way to retain players.

三、货物限时折扣或限时提供

限时折扣能增加用户粘性。

Time-limited discounts increase players engagement.

限时提供能给玩家一个中期游戏目标。

Time-limited goods offers give players a medium term goal for the game.

来源:知乎 www.zhihu.com

作者:Lazlo 拉兹洛

【知乎日报】千万用户的选择,做朋友圈里的新鲜事分享大牛。
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