How to guide the novice to modularize? Here is the answer

table of Contents

By: Tang Tangtang

I. Introduction

Second, what is the novice guide

2.1. Basic teaching

2.2. Featured display

2.3. Goal establishment

3. Summary

By: Coriander-Tang Tangtang

I. Introduction

In fact, I wanted to summarize this problem for a long time, but I always felt that I still lack a lot of things, coupled with the acceleration of time and project progress, there is no time to do this. Until one day chatting with coriander, I asked him why your official account is full of technical articles from programmers, planned on the whole point. Unexpectedly, he made a whole sentence backhand, or you can do it, just a novice guide. This is why I wrote this article.

At the beginning, I wanted to write an article about the guide design for game novices, but novice guides are something that is easy to say, but difficult to say, so I will divide the whole novice guide into many directions. Sorting out, today's article mainly talks about the novice guide component modules. After the completion of this article, I will analyze these modules in detail.

Second, what is the novice guide

Everyone who is just entering the field of planning, when met with a novice guide, will feel, wow it is so difficult, there is a feeling of nowhere to start. In fact, as long as you figure out what is the novice guide, you will find that designing the novice guide is very simple.

For example, if you think of a game as a TV, the novice guide is the instruction manual of the TV. How to quickly and easily familiarize players with and play the game is the core of the novice guide, while long-term and periodic game play is the core of the novice guide. It is the core of the novice guide in the middle and late stages.

Based on the above conditions, I simply guided the novice to three modules, basic teaching, feature display and goal establishment

2.1. Basic teaching

Whether you are a novice player or a game veteran, when they first enter your game, they have to be exposed to new things. And the basic teaching is to let him go through the basic exploration stage in the early stage and have a smooth experience. Just like what I said before, when the user gets the TV, you have to tell him how to switch the TV and adjust the channel.

Then a new question will be introduced, what is the basic teaching? How to guide players?

Let's solve the first question first, what is the basic teaching? Take COC in the reverse tower defense game as an example, and briefly introduce the basic teaching.

At the beginning of the COC novice guidance, the player will play the role of the leader of a tribe. At this time, the tribe will be attacked from the goblins, and the guide asks the player to build a cannon to defend against the goblins.

When the player completes this teaching, the guide will guide you to attack the goblin guide that just attacked.


After the battle is completed, the guide will guide you to build the resource collector and resource storage.


After building the resource-related assistance, the plot will show a prompt that the goblins are about to attack the player’s tribe. At this time, the guide will prompt you to produce soldiers


Through the above simple guide, the novice guide has taught the player how to build, fight, resource production and soldier production. These are also the core gameplay of inverse tower defense. Each type or the basic gameplay of each game will be slightly different, I will not give examples one by one here, and everyone is welcome to discuss together and write down what you think the basic teaching of each type of game should be

Back to the second question just now, in what way to guide the player?

In fact, game guidance on the market can be roughly divided into two directions:

①Compulsory guidance: the most common is little

Compulsory guidance is a kind of linear guidance, that is, it is guided by the players' love and hate. Players can't perform other operations except according to the guidance operation. It is very friendly to the novice players, but it is a disaster for the old players.

The advantage of mandatory guidance is that the producer can directly teach the player the information he wants to teach the player. At the same time, there are huge disadvantages. When a player finds content that he is interested in during the guidance process, he cannot get in touch with it in time, and it is likely to be lost after repeated attempts. At the same time, when the compulsory guidance ends, there will be a cliff-like decline in retention (I have a deep experience. In the previous game, the pre-retention of the guidance was not done. When the compulsory guidance just ended, the retention plummeted by more than 10%, which is a painful lesson.)

②Open guidance: the direction for many games to try now. But the design is difficult

Open guidance is divided into active guidance and passive guidance. It is a guidance method that is more suitable for old players and exploratory players.

Active and open guidance tends to provide some suggestions for the player's subsequent game behaviors. They are mutually exclusive, and the number, category, weight, etc. of balanced choices require sufficient mechanism support; for example, the opening choice of the Three Kingdoms strategic version: the old man will propose 5 There are 3 options for each question. Different choices will directly change the player's start

If you eventually become the hero, you will get 1300 tactical points and a piece of equipment at the beginning

If you eventually become the overlord, you can get two pieces of equipment

If you eventually become a sage, you can get 5W copper coins and a piece of equipment

If you eventually become the master, you can get one weapon and one piece of dominance equipment


Passive open guidance is a guidance push based on player behavior, and this part of the guidance content may be mandatory based on demand. This is also the way it is done in many games at present, so I won't give an example one by one here.

Open guidance design is difficult because of the unpredictable behavior of players. Generally, it is necessary to enumerate all the problems that players may encounter and the ways and solutions to the problems. At the same time, it is necessary to sort out and sort the knowledge points that need to be pushed to the players in the game, and clarify the relationship between them.

The characteristic display of the game is to show your best side. It may be picture quality, it may be a new way of playing, or it may be a new way of operation. Each game will have its own characteristics, if you think there are no two solutions, ask your boss, or. . . . Don't say anything

Take the three SLG types on the market as an example

COK-like category: hero development,
jungle fighting, three wars-like category: military commander, land game

ROK-like category: scout exploration, marching battle

Then take the Three Kingdoms Strategic Edition as an example

1. Preliminary display

The basic operation of the three wars is different from other conventional SLG games. After the plot guide is over, the basic operation guide of the game is first carried out. Of course, in order to make the player easier to use, the forced guide is carried out. Mainly include: general recruitment, team configuration, land occupation (core gameplay), teaching of fighting each other, general replacement, replenishment and other basic operations teaching

2. Deepen the display.

After the basic operation is over, the chapter guide will be opened later, each chapter has its own theme. Basic operations, urban construction, conscription, internal affairs development, military commander training, resource acquisition, team training, and continuous development, guide players step by step to play the game, understand various gameplay and functions, compose the story of the chaotic world more complete, and enhance the sense of substitution and Immersion.
   3. Match sustainable content.

In addition to the personal guidance, there is also a milestone task "Huangtu Hegemony" aimed at the development of the whole server. It is used to guide the overall development and progress of the server, and further stimulate the player's investment in the game. Makes the plot of the chaotic world hegemony more complete.
   Of course, to show the features of the game, it is definitely a matter of careful consideration. It is best to communicate with your colleagues more, and you need to work hard at each point in a careful way. Then it needs to be considered together with the establishment of goals, because the ultimate goal of all features is to allow players to establish goals and continue playing.

2.3. Goal establishment

The goal is the end of everyone’s behavior, and the same is true for the game. Many planners are just thinking about how to keep the player in the novice guide and how to make the player have the desire to continue to operate, but they forget how to keep the player. In the game is the final goal, and the continuous goal is the key point to keep it, because the goal can provide sufficient motivation, and the player can also get a certain degree of pleasure by completing the goal.

1. What can be the goal in the game

There are two general goals: unique and common. Features vary according to each game. The more common goals in SLG games are higher main castle level, higher combat effectiveness, and higher abilities. According to different types of SLG games, each has its own characteristics. Goals, such as ROK (Awakening of Nations), more golden heroes may be one of the players’ pursuits

2. What methods are used to establish goals?

The more common solution now is to add more novice activities to the novice guide, and guide players in all directions through novice activities.

For example, ROK conducts territorial development "Awakening of All Nations" activities, "Heroes Return" activities, "Territory Might" protection mechanism (exclusive to the national service), "Who owns the ups and downs" combat power sprint, "Era breakthrough" activities, and gifts The golden hero gives players a clearer development direction and effectively improves the retention of novices.


3. Target release

While establishing goals, ensure that the benefits of goals are continuous and effective. The key point here is to "timely", how to give players the right feedback at the right node. Mainly lies in the rhythm, node and size, of course, this kind of statement is a little bit like a little or appropriate amount in the Chinese recipe, let's give the simplest example. When the awakening function is introduced in The Romance of the Three Kingdoms, you will find that levels 5-6 that you could hardly beat before can be beaten after the generals are awakened. This is the most obvious target release.

4. In-depth guidance (not recommended for mobile games)

Of course, there is also a more in-depth guide. A terminal game that I have been playing before-Jiuyin Zhenjing. When the novice guides, the player can get in touch with the more advanced martial arts (skills) in this game, but it can only be experienced during the novice period. After the player enters the game, he will also want to have this kind of martial arts, so that the player will naturally stay. Of course, this is a deeper level of hiding, and for mobile games, this solution is not very desirable.

3. Summary

The above are some personal thoughts. It is good to write down if it can help some people to be human. Of course, if there are deficiencies, I hope that you will criticize the coaching. Because of the pressure of space and project progress, how to make the specifics. The implementation of the program and the production of work will be gradually written out in the future. I hope you can put forward more valuable opinions at that time. In the end, novice guidance is a huge project. Ask more about the opinions of others in the project. When guiding a certain system, you must communicate more with the planner in charge of the system! ! !

What are your thoughts on this, please leave a message to discuss! ! !