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Robin

从游戏感悟到产品之道

11/19/2016 · 3 min read

I recently bought a 3DS and am fascinated by the "Street Fighter" game, which is a tribute to my childhood memories.

In the routine of fighting games, we can't help but find that it is so similar to the way of products.

Here are some of my impressions:

    • Learn about "Players" * *

Once you have selected one of the * * Players * *, you need to know his:

Speed, Damage, Skills, Special Attributes, Weaknesses, Strengths.

Just like doing a product to understand the user, you need to understand the user's:

Cognition, Age Identity, Demand Pain Points, Usage Scenarios.

Only after you understand the "game character" can you fully compete and win, and only after you understand the "target user" can you design a product that is valuable to the user.

    • Stay on top of timing * *

Friends who have played the fighting game must know that * * you can't shoot early or slow, there will be no flaws * *, otherwise the flaws left will be severely beaten by the opponent.

Likewise, the product is also, clearly defined and clearly defined "stage" of the product:

    • Seed Stage "Molding Stage" Growth Stage * *

Generally speaking, based on the size of the user and whether the user has been domesticated, it is not possible to adopt a cross-phase strategy.

For this point, the best control is WeChat, from the first voice chat to the circle of friends, and then to the small video, all step by step to add functions.

    • KillDamage by "consecutive moves" * *

The strokes and damage in the fighting game are pleasing to the eye.The so-called "consecutive moves" are to link related skills and give a fatal blow.

Example: Each character will have a "starting skill", which may not hurt much in itself, but he can make the opponent stiff and connect with subsequent skills.

Then why not the product?

Just like the infamous "360 Security Guard", it is equivalent to a "starting skill", which does not bring revenue to the enterprise.

However, it has gained a large number of users through "free", and the next trick is to do browsers and search, and the revenue from advertising alone is very considerable.

So what I understand is that the product needs to find the "starting skill" according to the user's understanding, and then cooperate with other "skills" to play their own strokes.

    • "Know your opponent" * *

The expert is never always hitting others, but appropriately blocking the other party's attack;

    • However, only when you know your opponent will you be able to tell when to defend and when to attack. * *

When it comes to products, it means:

Pay attention to new developments in competing products on the market and analyze the desired effect of their new moves.

Whether it is necessary to take appropriate measures to deal with it.

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