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    # 如何用 Line 開發一款手機遊戲 2021 TGDF 台北遊戲開發者論壇 [共筆筆記索引](/ZA0Ckn94T0yN_JM36Z3KPw) [官網連結](https://2021.tgdf.tw/speakers/20) 講者:李俊鋒 # 絕佳的機會 - 社交遊戲化 - 展覽、人之間的互動,透過遊戲當作第一步 - 遊戲行動化 - 手遊自 2016 之後每年成長 6~14% - LINE 蓬勃發展 - LINE 逐漸整合人們生活各方面的應用 - 做為初期驗證產品的平台是個很好的選擇 # 實習判官 - 以 LINE 為平台的密室逃脫 - 不用額外下載 app # 智慧上稿 - 協助無經驗創作者快速創作劇本並上架至實習判官賺取版稅 # 營收模式 - 免費劇本(含廣告) - 付費劇本 - 遊戲內購 - 訂閱 - 相同世界觀其他類型遊戲 # 作對了什麼事 - 做出第一版遊戲馬上推出 - 持續迭代,持續優化 - 不確定在 Steam 平台是否適用 - 認真閱讀回饋 - 依照回饋改進 - 找不同類型的人來玩 - 尋找不同受眾 - 遊戲賣得不好,可能只是沒有接觸到適合的玩家 - 透過不同受眾的廣告投放,可能會產生令人驚訝的效果 # 可以做得更好的事 - 更早尋找曝光 - 越多人體驗,容易越早發現缺點 - 尋找 KOL - 參與活動 - 更早尋找異業合作 - 講者是在開發後快一年才開始尋找合作 - 發掘跟自己聲量接近的品牌 - 更多美術預算 - 可以用在遊戲、廣告、宣傳物、粉專、社團、DC - 很好用 # LINE 的特性分析 1. 普及率高 - 對小朋友來說 LINE 是跟老人家溝通的平台(?),他們可能更多時候是使用 IG - 對不同的年齡層來說 LINE 代表的意義不大一樣,可能不是以社交為主要目的 2. 即時通訊(文字、語音) - 有現成的通訊功能可以使用,做為社交型遊戲可以省下開發的成本 3. 文字為主、圖片為輔 4. 擴散快速 - 容易分享給朋友 - 取得難度低(不用額外下載) 5. 沒人覺得可以在上面玩遊戲 - 熟悉 + 意外 = 喜歡 - 玩家熟悉 LINE - 玩家不認為可以在 LINE 上面玩遊戲 - 然而還是需要把握遊戲的核心 -> 互動 # LINE 官方帳號功能 1. 問答設計 - 一般 AVG 的選項功能 2. 多重選項設計 3. 圖文傳送(五則) - 官方帳號主動傳送訊息給玩家而沒有收到即時回復,會被判定為廣告,需要額外收費 - 在早期應避免這類型設計,讓玩家需要回覆會比較好 4. 選單卡片 - 可以實作一般遊戲選單的功能 - 沒辦法用在群組中,僅能做到玩家與官方帳號一對一的互動 - 群組的話可以考慮使用特殊字元實現指令功能 - 建議不要做太長(三頁以內) 5. 自製遊戲選單 # Line 特性小結 1. 文字遊戲為主 2. 穿插若干圖片與選單 3. 善用機器人問答功能 4. 版本更新快速(目前無審查機制) # 實習判官的原點 1. 為[黑色酒吧](https://blackstory.tw/)架網站 - 設計一個簡單的遊戲推廣它 - 開發 app 太吃力 2. 從牙醫預約開始 - 接到牙醫預約的委託 - 剛好是在 LINE 平台 # 實習判官的現在 1. [LIFF](https://developers.line.biz/en/docs/liff/overview/) 功能拓展 2. 多人推理同樂 # 結論 1. 其實 LINE 不是只侷限於文字遊戲,還是有其他的可能性 ###### tags: `2021TGDF` `台北遊戲開發者論壇` `共筆筆記`

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