game development designer

Chapter 281 The Trap of the Card Game

Chapter 281 The Trap of the Card Game

This time, the girly mobile game launched by TINGK was originally decided to be called War Girl. Later, I saw that the name had been registered by a domestic manufacturer, so it was renamed "Commander". After all, the game itself is said to be all kinds of wars. Weapons, such as tanks, aircraft, and warships, but the player plays a commander, and the background of the game is also a fictional plot based on World War II.

At the beginning, the team planned to put it on the Apple app store first, but after discussions within the team, it was decided to open both Android and IOS platforms at the same time.

In the test above, it is obvious that IOS is more convenient. After all, for example, the closed Apple is like a host platform, while Android is like a PC platform.

Including the models, accessories, and even different systems of various manufacturers, they must be comprehensively tested, especially after a certain problem is found, a second retest is required after the repair to see if there is any conflict caused by it. New BUG, ​​this is a very troublesome thing.

Chuhe, who is already sitting in the black light studio, has received the data report from Shanghai TINGK.

The number of downloads on the first day has exceeded 240 million, which sounds awesome, but this is also a normal figure. After all, the pre-stage publicity of the entire project is very strong.

Targeted publicity, including major entertainment websites related to Two-dimensional in China, such as Bullet Screen Video Network, Novel Network, and Comic Network, all have large-scale launches, and there are also a large number of advertisements such as Game Star and Player Paradise delivery.

After all, there is a saying that is good, ACGN does not separate families.

What really surprised Chuhe was not the number of downloads and registered users on the first day, but the recharge flow on the first day.

Is the money of the housekeepers all blown by the wind?
First day recharge turnover: 3160 million

Among them, according to the statistics of background big data, among the 210 million users who registered and logged in on the first day, more than 31 recharged for the first time, which is the so-called first recharge.

This is already a very high number. Although the share of mobile games continues to increase and has even surpassed end games, in fact the payment ratio between mobile games and some end games is not that high. Most of the income comes from Big R.

And TINGK’s new game Commander was launched on the first day, and it can reach 15%, which is actually very high, and based on the proportion of 31 paying groups, the average consumption of each paying player has reached 90 yuan.

Calculated, the average consumption amount per person has exceeded half of the 40 yuan per capita consumption in the mobile game market.

This number didn't make Chuhe feel too surprised or shocked, but it still made Chuhe feel emotional.

Money comes from mobile games really fast.

Of course, this is just such a feeling. In fact, the popular mobile games are indeed like a money printing machine, but there are more games that cannot even recover the development costs.

The only thing that surprised Chuhe was that the target group of the game, that is, the so-called nerds, really had a stronger desire to pay.

But after thinking about Chuhe carefully, I don't think it's strange. After Lianhe Producer, which aimed at the girl group, went online, the turnover exceeded [-] million in two weeks.

The turnover in the first week reached 9000 million, but now the production is more than doubled, coupled with the investment of a lot of resources, and the target group is aimed at male groups who are more willing to spend money in the game, the turnover on the first day exceeded 3000 million, it seems It's nothing surprising.

And in the Commander game, the design of the payment system is quite similar to the original Lianhe Producer.

For example, the monthly card mechanism in the game, and the mechanism of sending a diamond gift bag for the first one yuan per month are all extended.

At the same time, it includes the mechanism of accumulatively drawing ten cards, and the SR or SSR must be drawn, all of which are extended.

The game includes the decomposition of cards, as well as the creation of fragments.

These systems are naturally prepared for those who are willing to krypton gold but are African chiefs themselves.

Including the completely random mechanism of the mobile game without guarantee, and is there a mechanism similar to card recycling and decomposition? It seems that it is for the consideration of players. Our mobile game is very fair. Whether you spend money or not, everyone is on the same level. , the most is that there are more chances of being krypton gold than you, as long as you are European enough, you can still be a big RMB player.

This kind of behavior is completely a way of setting up a chastity memorial archway after pretending to be something.

On the one hand, it launched a recharge system to attract RMB players to recharge, on the other hand, it wanted to create a 'fair' game attribute.

But if you really want to be fair, wouldn't it be better not to increase the in-app purchase system at the beginning, and directly make the game a buyout system?

While adding an in-app purchase system to the game, they also shouted that everyone is treated equally, especially card games, which are the most value-consuming games.

Even some unsightly manufacturers will have a big data system. For example, if you spend 500 RMB for two consecutive days, then according to the feedback mechanism, you are a player with consumption desire and ability, and the background will automatically lower your price. The probability of shipment, even if you don’t ship, let you spend to a certain extent before you can ship, or after you don’t make krypton gold for a long time, your probability will gradually increase, even reaching 50%. Just to entice you to spend.

Of course, these are mechanisms only used by small and ugly factories. Generally, some large and medium-sized manufacturers still need to show some face, or in their opinion, doing so is completely killing the chicken to get the eggs, although they do this kind of thing on weekdays.

At the same time, this so-called completely 'fair' card draw mechanism basically uses the four stages of operation.

Rhythm, show off, placate and popularize.

For example, an SSR card will have various rhythms shortly after the game is released. For example, this card is so powerful, awesome, and super beautiful. It is difficult to make a copy without it.

Then there is the period of showing off, such as drawing a miracle alone, drawing a card for the first time and getting an SSR.

After that is the appeasement period. For example, SSR is not very powerful, and many R cards and SR cards can also be copied, even more powerful than SSR.

In fact, more than 70.00% of people who play this kind of card game just want to collect SSR, even if this card is not as powerful as expected.

At the end is the popularization stage. The biggest feature of this stage is the loss of too many players. Of course, the players mentioned here refer to RMB players. Generally, when this happens, you will find that the game has a lot of activities at this time. , and it's very attractive and very good.

Even the card draw rate has increased a lot, and the various rare SSRs in the past seem to be no longer out of reach.

The Commander developed by TINGK is positioned as a commercial mobile game itself. Of course, there is a consumption system in it, but it is not too much, and it also gives civilian players the ability to experience the game content and collect cards. After all, the core of this game is to collect cards.

It's just that civilian players will definitely not collect cards as easily as krypton gold players. This is also an inevitable result.

At the same time, the whole game also adopts a semi-social mode. Players can add friends in the game, but they cannot chat with each other. At the same time, there is no arena setting in the game, but players can use other players’ cards in the PVE instance. card, as support.

(End of this chapter)

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