Key engagement factors of game design
Have you ever relaxed and thought why you love to play games? Perhaps it’s the challenge, the excitement, and the experience. Maybe it’s the relationships you developed in social gaming. It can even be a reason to play with your kids. Whatever your reason is, gaming has constantly been known for its fun and engagement. But it isn’t that simple.
There are as lots of meanings for engagement as there are lots of fun games available to download from app stores. Engagement of a player is determined by the player’s retention and level of recurring sessions or the fun he discovers in the game to keep it for a long period of time. Whether for relaxation, a difficulty, or to leave, we all have our own individual requirements for something to be fun, enjoyment and engagement.
Now a day designers have a lot of techniques to generate fun in their games. You will have done something in one game that was moved to the future games you have worked on. You’ve likely played a game that did something really fun and you discovered that formula being applied to other games.
Here is an excellent list of factors to consider for fun in games:
Elements that Encourage Engagement
For some people, competing someone one to one, or against a highest rating list, or against an individual best provides engagement.
Goals with tuned difﬁculty level
If a game’s goal is too simple to achieve in the game, it will be uninteresting; if too difﬁcult, it will be boring. As players improve with practice, particularly in an instructional game, there has to be some method to escalate the difﬁculty to compensate. Most of the games do this with specific levels; some do it with automated difﬁculty changes based upon player efficiency.
Peer validation is really important for player’s engagement. If you published a video or any picture but nobody Liked it, why did you really post it? It is very rare to have another person who has the exact same interest in the same topic as you have, if it is so, then it is really encouraging. This is what keeps people taking photos and posting on social media like facebook or instagram.
Though it breaks sound judgment, it is extremely clear from a large amount of information that gratifying someone for their habits sometimes develops much more devotion to a job than rewarding them consistently. This is related to difﬁculty level: if you win every time the game is too simple; if you never ever win you can get discouraged, but if you win sometimes you might stay with game for a long time. So, in a game design, partial support is a benefit that is provided just periodically. Keep in mind that partial support is a good example of a powerful consider engagement that doesn’t seem to relate to fun or enjoyment.
Achievements towards the goal
Engagement seems to be increased if you can recognize clear development as you reach the objective, even if you don’t ultimately win. If you are randomly moving in the game, then without any caution you ﬁnd that you’ve won, that does not develop engagement as successfully as a prolonged process in which you feel you are working your method to the objective.
In game design, an emergent event is something that is positive, that results from user actions (not simply arbitrarily), is extended in time (not just a short sound impact or a bump to the score), and gives a sense of development with decreased or no effort at all. Having these things occuring might function as intermediate benefits during play, and help to keep the interest. Once again, the partial reinforcement idea says these things will be more reliable if they do not occur more frequently.
What methods or approaches you adopt to improve the fun and engagement factor in your game design? What makes these games unique and popular? Do freebies, rewards or achievements cause more fun? Does failure lead to discourage players? Does making a player return in a day, 12 hours or 6 hours leads to more fun? What do you think, let us know!