Gaming Small Talks(01)Illusional Possession in Game Design (含中譯)

Clash of Clans is a well-known mobile game published by Supercell. There are always exceptional designing details in it for designers to dig out.

The core game play of COC is looting others’ villages. Players devised a series of tactical decisions to crash opponent’s elaborate defense plan. When offense scheme works well, player indulged in ecstasy watching their troops rob Gold and Elixir with joy.

However, although the loot was put into your storage and added to your dashboard, it still not belongs to you. When it comes to game progress, the effect of Gold in COC is totally different from Gold in RPG games. Precisely, the Gold in COC was an Illusional Possession. That’s to say: unless you spend it out, it doesn’t really push your game progress ahead and it might easily be took away by other attackers.

What actually controls your game progress is the builder. The loot is an Illusional Possession which will never belong to you unless you command your builders to spend it on constructing something. The number of builders is so limited; the only way to get more builders in early game is through IAP. Under such scenario, once players get addicted to the core game play of COC, it seems inevitable for them to hand in their credit card numbers and finished their first payment. The key point of Illusional Possession is: it’s never easy for people to give up things that they once struggled for—especially when they believed that it can be ascribed to their prudent decisions.

Nonetheless, for game designers, the critical factor they have to strictly control is merely the correlation between payment and builders. Too much supply in soft currency like Gold and Elixir won’t lead to a catastrophic consequence. For example, it won’t actually let a keen player surpass others too much, nor will it allows them to consume game contents too fast.

The similar design of urging first payment via Illusional Possession in early game is also used in Supercell’s eminent farming game, Hay Day. Maybe you can find it yourself.

Actually, it’s also an terrific metaphor for life. What is the thing we really have? What is the thing merely something on our dashboard but always mess us up? That’s a good question.

▎Critical Concept: #IllusionalPossession, #Decisions, #Ecstacy, #FirstPayment, #Content


部落衝突(Clash of Clans)是Suppercell的成名手機遊戲大作,也是手遊史上的一段傳奇。在遊戲中,有非常多值得挖掘的設計細節。





類似透過虛擬擁有感來刺激前期首儲的設計,其實也被Supercell應用在他們的農場遊戲Hay Day上,有興趣的玩家不妨可以尋找看看。


▎關鍵字: #虛擬擁有感, #決策, #快樂, #首儲, #遊戲內容


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