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How to treat these problems

How to treat these problems
The development of virtual reality simulation courses is still in a stage of continuous exploration. Most courses are still delivered in the form of projects. After customized development and delivery of HE Tuber knowledge points in a certain professional field, there are few opportunities for tracking and iterative optimization. There is a lack of tracking of user pain points in terms of ease of use, operability and other aspects of experience during use.
In fact, experiential considerations such as ease of use, operability, and friendliness are still analyzed and adjusted briefly during the project design and development process, which is not enough to make the delivered products have a high level of quality. experience. The result is that a large number of testing (usage) links are handed over to users, and the results after use (testing) lack timely tracking and feedback, and there is no iterative optimization process, resulting in mixed reviews and criticism of this type of product on the market. There are many.
In addition, for technical service providers, there is a lack of tracking of delivered products and collection and analysis of experience. It is difficult to find the direction of iterative optimization in the product design and development process of other projects. In addition, thinking reuse and homogeneity The problem of productization is serious. After the product is divorced from reality, it is difficult to obtain more useful inspiration from past experience. Insufficient optimization results in the inability to achieve greater improvement.
Of course, there are also many virtual simulation courses with high ratings and good experience. This type of course has its advantages and highlights no matter from the perspective of topic selection, design, experience, etc. This has to make technical service providers and design developers think deeply.
"Are we soberly aware that we indulge in "self-pleasure" in all kinds of short, fast, fragmented pictures, texts, and short videos? We seem to have gained a lot but seem to have gained nothing, and ultimately lost the little bit that should belong to us. Valuable thinking time. 』
Inspire virtual reality pan-game product design from the perspective of game design
In response to the above issues, combined with triggering from game design experience, still taking virtual simulation training course products as an example, let’s talk about the content design of XR virtual reality (simulation) pan-game products.
Before that, let’s talk about the general content of game design.

1. How much do you know about games?

1) Types of games

There are many types of games, and if they are broken down, they can be divided into hundreds of types.
Generally speaking, it can be divided into role-playing games, competitive games, cooperative games, strategy games, skill games, luck games, entertainment games, performance games, expression games and simulation games, etc.
After seeing the game types, do you have any ideas?
Experimental operations - simulation type;
Medical rescue - simulation;
English immersion simulation learning - expression games;

Of course, patriotism learning categories that reproduce battlefields can also be designed as “competition, cooperation, and simulation.”
It is not limited to the design of a single type of product, it can be "one-to-one", "one-to-many", or "many-to-one".
This is also one of the reasons why the content of virtual simulation training tends to be thought and explored in the direction of gamification.

2) Basic concepts of the game

Game space: a space defined by rules. We can understand it in a narrow sense as a scene with certain scene rules.
Player: The operator of the game. corresponds to the user.
Goal: A measurable or purely empirical outcome that the player is trying to accomplish by playing. Think “knowledge and skills, emotions, attitudes and values.” The game goals are mapped to the educational training goals-teaching goals that are implemented around the theme in the virtual training.
Actions: Actions taken by players in pursuit of game goals. The actions taken include user operations, strategies (thinking decisions and taking actions), etc.
Rules: A set of instructions or constraints on how a game should be played. How to define operations, which ones can be interacted with and which ones cannot be interacted with, what restrictive things should be included - the definition of user keyboard and mouse commands, the control strategy of the perspective, the scope of activities, the actions that cannot be performed, etc.
Objects: All interactive and non-interactive things that players use to complete game goals (mounts, gold coins, weapons, physical objects in the scene, etc.). For example, objects in the virtual space (scene) environment (features, equipment, tools, instruments, avatar characters, etc.) in virtual reality simulation training products.

3) Basic content of the game

Game goals: goals provided to players (rescuing hostages to gain a sense of justice, interactive puzzle solving to enhance the social experience between players, instant communication to satisfy emotional catharsis, knowledge-based breakthroughs to strengthen skills, etc.). Shape the game experience around your goals and give them meaning.
Constraints: Give players constraints through the design of behaviors, objects, and the game world.
Direct interaction: It is the player's behavior that directly affects the game world and objects.
Indirect interactions: are actions that occur without contact through the player or through their primary "prop".
Game Challenge: Obstacles set for players. Sometimes the challenge comes from the difficulty of achieving the goal, and sometimes the challenge comes from the concepts inherent in the game.
Skills and strategies: Mastering the moves in the game is skill. The ability to identify ways to achieve goals is strategy.

Luck and Uncertainty: Randomness in games is luck.

 Not knowing what will happen next in a game is uncertainty.
Decision-making and feedback: Based on the player's understanding of the game and the pursuit of the player's own goals, the player makes a decision on the next behavior. In order to understand the game state, players must master the feedback information of their own behavior, as well as the changes caused by their behavior to the game state and game plot clues.
Theme: The theme of the game refers to the central meaning and main content of the game, and is one of the factors that constitute the game. The theme can be extended to include what characters will be used in the game, what props will be used, what tasks will be completed, etc. Carry out various designs around the theme, such as weapon systems, prop systems, levels and scenes, processes and gameplay mechanisms, etc.
Storytelling: a series of "means" that shape player experience, which draws on traditional narrative structures. The playability and storytelling of the game are two aspects of the game experience, and there is no priority. It should be decided based on the characteristics of the game itself and the characteristics of the players the game faces. Some games need to be supported by playability, and some games need to be structured by story. The principle is that the story serves the gameplay, and the purpose is playability.
Game environment: Various content of when, where and with whom players play the game, including level scenes, spatial objects and various elements.
The basic content of the game can be focused on only one aspect, or multiple aspects can be considered together, depending on the specific project.

How to treat these problems
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How to treat these problems

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