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  • Approaching science: why can't we copy a "the legend of the blade"

       2026-06-14 NetworkingName1320
    Key Point:This paper, written by a brain-wave analysis specialist from bremen consulting, has read the story of the success behind the game's experience in terms of scientific experiments。In this experiment, we each invited a group of white players who had never played cards before and who, for the first time, had contact with the legend of the blade and old players who had not played the legend of the blade but who had played many cards, to test th

    This paper, written by a brain-wave analysis specialist from bremen consulting, has read the story of the success behind the game's experience in terms of scientific experiments。

    In this experiment, we each invited a group of white players who had never played cards before and who, for the first time, had contact with the legend of the blade and old players who had not played the legend of the blade but who had played many cards, to test them, and to share the following data and conclusions。

    Insulation and flow of heart

    Insinuation is an important experience in the game and represents the degree of participation and integration of the player in the game. The flow of hearts is a state of great commitment, concentration and enjoyment. The first contact with the legendary gamer basically sustained the immersion and heart flow experience 20 minutes before the game (figure 1). Twenty minutes before the mt2 beginner, it seemed like a similar game, but it was harder to get a good emotional experience from a player。

    Figure 1. White players experience their emotional experience 20 minutes before the start-up stage, and the blue purple line (emo. I) represents emotions, representing positive emotions in time and negative emotions in turn. The orange line (scl) represents a physical awakening, the greater the value。

    This experience comes from two main sources:

    Matching mission difficulty and capacity

    In order to maintain a person's immersion and heart flow, his involvement requires a balance between “the difficulty of the activity itself” and “the ability to participate”. At the start-up stage, players gradually increase their fighting power in the game by equipping heroes, upgrading teams, advancing heroes, and so on. At this point, if the game itself (especially a copy) is less difficult than the ability to match, it is easy for players to feel bored (negative + low awakening) in the game. Chapter i of the legend, from copy 5 to copy 7 (figure 2), is gradually becoming more difficult, with players facing the death/death of the captain。

    In the seventh copy, it may not be possible to make a smooth break without the timely equipping of the hero. Increased difficulty and the fact that players feel the challenges and opportunities of the game, the emotional experience continues to rise and is accompanied by a rising sense of tension (figure 3). And mt2, in front of the game, figure 1 shows that the player's scl is in a downward mode, showing that there is no difficulty in the game during this period, that the player has grown in the game without the corresponding challenges, and that it is naturally getting boring。

    Figure 2. Copy of the 5-7 phase of the legend of the blade

    Figure 3

    2. Operational conditions reflection and enhanced learning

    Good starter guidance is a process for a church player and for a player to have a good emotional experience. First of all, the player church. Most of the guides are in the form of red dots, and this is a good church for people with advanced compulsive conditions who see red dots and die. But there is a group of people who have turned a blind eye to red spots without taking the initiative to reject irresponsible ideas. At this point, you need a good guide designer。

    In launching the mission system, the legend adopted the concept of operational reflection, which is at the heart of the neo-skinnerist learning theory. Skinner believes that adding an enhanced incentive to an individual's behaviour increases the probability that the individual will produce the act. When the captain moves, the next copy is completed, the player is forced to receive the award (figure 4)。

    Figure 4. Mission orientation in the legend of the blade

    This incentive, as an enhanced incentive, induces the player to continue with the next copy and to keep the task line open. In this way, no red dots are needed immediately, and the player is able to create an autonomous taskline and learn to do it. In addition, because of the existence of the mission, the player has created the motivation to complete the copy and expects the next reward. Thus, in several successive copies, players are increasingly experiencing rising positive emotions (figure 5)。

    Figure 5

    Recognizing the importance of feedback

    How does a player feel the growth of a player in a game, the fighting in a game, and thus the satisfaction? Mobile games, as a virtual product, can make it impossible for players to stop because feedback plays a role. By comparing the legends of the blade to mt2, we can see the importance of feedback design for a game。

    Self-growth feedback

    When heroes grow up, the player needs to feel self-emergence through feedback, and the legend of the blade breathes all its equipment into his head as he moves through his steps. At a time when heroes are immersed in flashing light and tumbled up values, this feedback allows the player to feel growth directly and have a good emotional experience. At the end of the step, the gamers found that the hero after the step was the same as before. On the other hand, " my name mt2 " , in the course of the hero break-up without any feedback, the player ended up seeing the hero change his clothes, and the color of the quality was felt, so later on, the emotional experience was better。

    Therefore, good feedback design should take into account both process and process and let the player finish。

    2. End of fighting feedback

    Feedback after the fighting directly affects the emotional experience of the player. After the victory of the blade legend, the team will have a little celebration animated, and at a time when a serious captain smiles with a moustache, even though it's a small change in his face, the player will be able to get a real sense of the feedback and experience it better. And after the battle, my name mt2 went straight to the settlement, with little feedback, and it was harder for players to feel the joy of victory. It is worth noting that, in " mt2 " , when there is an escalation of heroism following combat, there will be a small animation of heroes with small wings on their backs and, at the same time, there will be light in the picture, as if there was a holy light for another victory and growth of heroes. This feedback design is more popular for players。

    3. Obtaining feedback

    For a player, it's always fun to draw a card from a hero, and to add to the unknown about the item, it always raises expectations. However, in a timely manner, different feedbacks can give rise to different emotional experiences among players when the value of the goods is equal. In the calles and taverns, where both players extract objects or heroes, emotional experience is more positive after the withdrawal has ended. However, the tavern uses analogue counters to provide feedback to the player to obtain the items, the proportion of the items obtained is small, and it is easy for the player to have a feeling that this is not a good thing, thereby affecting emotional experience. It is also due to the fact that when the tavern extracts the objects, the npc behind the counter changes in the same way as a magician, which, although poor, has no substantive effect and increases the waiting time of the player, thereby reducing the emotional experience of the player。

    So the success of the legend of the blade has also touched players in many details, for example, the faces of heroes. Although there are now a lot of treachery games in the market, the essence of it cannot be expanded by simply copying。

     
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