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        <title>机制期的各种解决方案</title>
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        <description>机制期的各种解决方案

基础框架

信息1：基于经验的机制期通用框架

基于经验的机制期模型



基于经验，机制期可以得出如图所示的一个结构，市面上常见的游戏，无非是这个结构的变种，读者可以根据脑海中的游戏回顾一下。</description>
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某些游戏一开始就引入了社交性，构建了人与人的稳定关系，但此时用户还处于机制期，甚至探索期。所以我们肯定不能因为有了社交就把这个时期叫为社交期。</description>
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        <description>探索期的各种解决方案

基础框架

要谈解决方案，应该先从问题谈起，那么探索期会有什么问题？

探索期的问题场景



下面，我们一步一步来解释一下这张图，由此明白我们的目的与途径。</description>
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        <dc:date>2024-09-02T02:05:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>体验问题的时空坐标</title>
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        <description>5W+1H分析法

5W+1H：是对选定的项目、工序或操作，都要从原因（何因Why）、对象（何事What）、地点（何地Where）、时间（何时When）、人员（何人Who）、方法（何法How）等六个方面提出问题进行思考。</description>
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        <dc:date>2024-09-02T02:05:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>吸量期的各种解决方案</title>
        <link>https://duojie.games/doku.php/%E5%AE%9E%E8%B7%B5%E5%9F%BA%E7%A1%80:%E6%B8%B8%E6%88%8F%E7%9A%84%E7%94%9F%E5%91%BD%E5%91%A8%E6%9C%9F:%E5%9C%A8%E7%BA%BF%E7%AB%A0%E8%8A%82:%E5%90%B8%E9%87%8F%E6%9C%9F%E7%9A%84%E5%90%84%E7%A7%8D%E8%A7%A3%E5%86%B3%E6%96%B9%E6%A1%88?rev=1725242756&amp;do=diff</link>
        <description>吸量期的各种解决方案

当前的环境

吸量期就是如何吸引人进来，进来后还满意。许多时候，人们会认为这是个市场部门的活路，也就是“投放”，这部分知识我会在后面章节专门讲解，不懂的人不用担心。</description>
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