| With the continuous development of the domestic game market and the continuous expansion of game types,Otome games with women as the target users began to emerge in the market.At the end of 2017,the emergence of "love and producer" was warmly welcomed by female players.Subsequently,it triggered an upsurge of Otome games.Many domestic Otome games were launched one after another,and its market showed a vibrant and prosperous scene.However,the monthly performance of most of these games is not satisfactory.Although domestic Otome games are still in the growth stage,most games are too conservative and lack of innovative breakthroughs,resulting in the homogenization of the market,which should have bloomed.In order to meet the diversified emotional needs and game experience of female players and promote the diversified development of domestic women to love games,how to break the homogenization of domestic women to love games has become the theme of this paper.The world’s first Otome games was born in Japan.After experiencing the "golden age",it has gradually slipped into the trough and entered the "cold winter" of the industry.Since Japanese Otome games have a great impact on Chinese Otome games,the experience and lessons of Japanese Otome games market have played an enlightening role in the development of Chinese games.Therefore,this paper first combs the development process of Japanese Otome games and explores the reasons for their transition from glory to winter,Draw lessons and valuable experience from it.Secondly,it makes an in-depth analysis of the homogenization of domestic women to love games,finds out the root of the problem,and defines the direction that can be adjusted and optimized.The appearance of homogenization can also reflect from the side that game manufacturers do not understand the needs of players,resulting in a single emotional experience of players.Games that pay attention to emotional design,such as Otome games,need to meet the needs of different players and create diversified emotional experiences.Therefore,this paper makes an in-depth analysis of the player group of women’s Otome games to understand their user characteristics and behavior preferences,so as to lay a foundation for the subsequent production of high-quality game products.Finally,based on the basic elements of the game proposed by Professor Jesse Schell of Carnegie Mellon University in game art design,the author will explore the breakthrough methods of domestic women’s homogenization of love games from the perspectives of story,mechanism,aesthetics and technology,so as to provide new ideas for avoiding the homogenization of players’ emotional experience and promoting the diversified development of Otome games. |