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游戲產(chǎn)品的策劃和運(yùn)營研究

發(fā)布時間:2018-05-09 16:22

  本文選題:策劃 + 運(yùn)營; 參考:《蘇州大學(xué)》2016年碩士論文


【摘要】:隨著經(jīng)濟(jì)和科技的發(fā)展,尤其是信息時代的到來,游戲產(chǎn)業(yè)迎來了發(fā)展的黃金時期,游戲類型不斷推陳出新、玩法更是日新月異,團(tuán)隊競技游戲擁有廣泛的群眾基礎(chǔ),混合風(fēng)格的游戲類型始終備受玩家青睞。隨著計算機(jī)技術(shù)的進(jìn)步和玩家欣賞水平的提高,游戲市場競爭越來越激烈,產(chǎn)品重復(fù)建設(shè)同質(zhì)化嚴(yán)重,整體成本越來越高。游戲玩法更新帶來的新鮮體驗期越來越短,壓縮了游戲運(yùn)營的周期,間接加大了游戲研發(fā)的風(fēng)險。如何有效控制游戲研發(fā)的風(fēng)險,以更快的速度、較低的成本和優(yōu)質(zhì)的體驗,延長游戲周期,是游戲行業(yè)從業(yè)者關(guān)心的問題。本文研究了游戲產(chǎn)品的策劃和運(yùn)營,從游戲策劃理論入手,設(shè)計游戲數(shù)據(jù)庫,同時建立運(yùn)營分析系統(tǒng),形成策劃和運(yùn)營的有效互動,通過研究游戲的平衡理論、自定義數(shù)據(jù)庫賦值、收集運(yùn)營分析系統(tǒng)信息、比對戰(zhàn)斗、經(jīng)濟(jì)等游戲元素專題分析等方式,建立了開發(fā)者與玩家之前的橋梁。游戲版本的迭代就是游戲玩法的更新,以低風(fēng)險、微調(diào)整、低成本、高速度推動游戲發(fā)展,游戲數(shù)據(jù)庫賦值可調(diào)整,同時監(jiān)控運(yùn)營數(shù)據(jù)實時反饋、分析市場偏好,帶動策劃研發(fā)更好的貼近玩家需求。本研究的核心結(jié)構(gòu)主要分為三部分。第一部分描述了策劃平衡理論,從游戲平衡、數(shù)據(jù)庫數(shù)值設(shè)定、職業(yè)特性等方面展開。第二部分提出了游戲運(yùn)營分析系統(tǒng)的需求和設(shè)計,兼顧了項目管理和商業(yè)計劃。第三部分是研究了策劃和運(yùn)營的互動,即數(shù)據(jù)庫數(shù)值計算與運(yùn)營分析系統(tǒng)統(tǒng)計反饋的互動,其案例切入角度有戰(zhàn)斗方面、經(jīng)濟(jì)方面,以數(shù)值計算結(jié)果模擬檢驗了游戲預(yù)期過程。本研究基于原創(chuàng)的游戲項目,有完整的設(shè)定、數(shù)據(jù)、規(guī)則、架構(gòu),囿于項目資源、個人精力、論文篇幅有限,先展示了部分互動案例并擬定若干方向,期待再深入研究。
[Abstract]:With the development of economy and science and technology, especially the arrival of the information age, the game industry ushered in the golden period of development. The mixed style of the game type has always been favored by the players. With the progress of computer technology and the improvement of players' appreciation level, the competition in the game market is becoming more and more fierce, the product repeat construction is homogenized seriously, and the overall cost is higher and higher. The fresh experience period brought by the renewal of game playing method is shorter and shorter, which compacts the period of game operation and indirectly increases the risk of game development. How to effectively control the risk of game R & D, with faster speed, lower cost and better experience, prolonging the game cycle, is the concern of the game industry practitioners. This paper studies the planning and operation of game products, starting with the theory of game planning, designs the game database, establishes the operation analysis system, forms the effective interaction between planning and operation, and studies the game balance theory. Custom database assignment, collection of operational analysis system information, comparison of combat, economic and other game elements of the thematic analysis methods, to build a developer and player before the bridge. The iteration of the game version is the update of the game playing method. It promotes the development of the game with low risk, micro adjustment, low cost and high speed. The game database assignment can be adjusted. At the same time, the real-time feedback of the operation data is monitored and the market preference is analyzed. Drive planning R & D better close to the needs of players. The core structure of this study is divided into three parts. The first part describes the theory of planning balance, from game balance, database numerical settings, professional characteristics and so on. In the second part, the requirements and design of the game operation analysis system are put forward, and the project management and business plan are taken into account. The third part is to study the interaction between planning and operation, that is, the interaction between database numerical calculation and statistical feedback of operational analysis system. This research is based on the original game project, has the complete setting, the data, the rule, the structure, is limited by the project resources, the personal energy, the paper space is limited, first has displayed some interactive cases and proposed several directions, anticipates further research.
【學(xué)位授予單位】:蘇州大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2016
【分類號】:TP317

【參考文獻(xiàn)】

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1 張勇;楊昆錦;王文杰;;移動經(jīng)營分析系統(tǒng)中ETL的分析和設(shè)計[J];計算機(jī)工程與應(yīng)用;2006年03期

2 李迎豐;數(shù)據(jù)庫技術(shù)和數(shù)據(jù)倉庫技術(shù)的比較研究[J];科技情報開發(fā)與經(jīng)濟(jì);2004年10期



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