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Chapter 4 Villefort's response

Due to the high cost of electronic games, the cost must be reduced or evenly allocated.

Therefore, whether it is the DLC madman's road or the free game tide, it is basically inevitable.

In-game purchase services will almost become a paid type that most games will add.

Many players will think that the game that costs money is "too bad", so sometimes a strange phenomenon occurs.

Even if a game is not fun, as long as it does not charge or charges less, it will be regarded as "conscience" by players. The crazy Amway game is recommended.

This behavior is a stress response, and at first I can't even see what's wrong.

However, when some manufacturers still cater to the player's point, everything changes.

For example, if you turn paid content into a liver, you can achieve the achievements and achievements that players who spend money can get, but the time it takes to take is often increased by ten times or a hundred times.

Replace the paid content through a lot of repeated work time.

Players will not think that this game is not conscientious. Even when they give up, they will regretfully say, "A game that is quite conscientious is not so heartless..."

However, how can these games be unhealthy?

Although Takahashi supports in-game purchases, in this new era, he does not accept in-game purchases. Do he accept DLC?

Although the two paths themselves do not mean whether they are evil or not, too much is too much. For example, in the "The Sims" series, there are dozens or hundreds of DLCs in each, they are all useful expansion packs.

Xiao Ai never thought of splitting the content of the game body into DLC, so that players can buy a game body is only equivalent to buying a paid ticket. So, it is relatively conscientious.

But what about other manufacturers?

If you can charge, you will charge it twice, and you will definitely not only charge it once.

The same is true for in-game purchases. Just a small amount of in-game purchases can support the profits of the game companies.

Is it really like the game "Plant vs. Zombies 2" that could have been a big hit in the Chinese market like the one that could have been a big hit in the Chinese market, so that players can't continue to play without in-app purchases, which makes people angry?

The unboxing in "Counter-Terrorism Operation" is actually another world. In-game purchase has been around for several years, and almost the only in-game purchase method found with more sustainable development potential.

The mentality when opening the box is a kind of gambling (meow) bet.

When humans face gambling (meow) betting, they often feel more exciting.

To a certain extent, there are even some players who think that what has never happened is the best.

When gambling, they are always full of longing for the future.

When "Anti-Terrorism Operation" opened the box, various special props in the alley kept turning. As the box gradually expanded, it seemed that it could explode at any time, which made players even more excited.

Even some players with insufficient hearts choose to close their eyes when opening the box.

However, behind all this, there is still a cold probability.

For things that are opened in the box, only the smaller the probability of being exploded, the more rare it is and the higher the value it is.

Therefore, if the explosion rate is really just like most players think, and everything they want is fulfilled and everything they want can be exploded, then I can only say sorry that none of these things are valuable and can excite players.

It is precisely because a few people have it that this thing is valuable.

Therefore, the opening box system will not follow the wishes of most people from the beginning.

Sometimes, it even provides certain negative emotions.

However, the negative emotions provided cannot be completely unilaterally stated that they are good or bad.

because……

These negative emotions are likely to turn into greater joy when something good is produced.

The sweetness that comes with bitterness is far more sweet than the constant sweetness.

Just like some web games that may appear in the future, I wish I could go up and give players 10,000 boxes and 10,000 artifacts.

Will players feel so much pleasure when they obtain these magical artifacts?

Even the current sense of pleasure is maintained by the pleasure brought by these round games.

For example, when a player was still young, he played a game, which was very difficult. When others reached middle age and became rich but couldn't understand the game, a powerful version appeared. As long as you spend money, you can get a childhood artifact game. Should he play it?

Play!

Of course play!

This is why the "Legend" web game will one day become the mainstream of the Chinese web game market.

It is because of this kind of sentiment that Shanda adjusted the explosive rate of weapons and equipment in the game too harshly in order to make money.

The depression that back then was released to the current web games, and instead burst into a sense of pleasure, creating a market with billions of revenue each year.

However, weapons opened in games like "Anti-Terrorism Operation" will not affect the balance of the game. There is no bonus on any attributes, but the color may change a little.

For such a game that emphasizes multiplayer combat, fairness is the most important thing. If you spend money, you can buy stronger weapons. Although the game looks very good in a short period of time, in the long run, this game does not have much future development.

This is like the crazy charges of "Shang (Meow) Haibao" and it is too unsightly to watch, which destroys the scope of game experience.

A game has the quality of itself, but marketing and operation are also very important.

An excellent game, if you are placed in a garbage operation, may become a game full of ghost servers, but if you are placed in an excellent operator, you can send apology announcements that need to be queued up every day because the server is full.

"Counter-Terrorism Operation" is a game that uses a new paid mode. When the gameplay is still good, the battle with "Counter-Strike" did not achieve any disadvantage.

On the contrary, "Counter-Strike", which requires money to buy, has encountered some problems with the promoters.

However, Vilford was never a manufacturer waiting to die.

If the valve factory had no ability at all, they might have been acquired by other manufacturers or went bankrupt.

Faced with Wanhu's "Counter-Terrorism Operation", they also quickly made adjustments. First, they announced that "Counter-Strike" will start to be free and attract new players.

Immediately, they announced a compensation plan.

All players who spend money to buy Counter-Strike before this will receive a 30-dollar in-app purchase coupon that can be opened directly in the game.

To make up for the unwillingness of the old players, it even makes the old players feel that they have made money.

I have to count that Vilford is also an excellent company in controlling the psychology of players.
Chapter completed!
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