At the beginning of the online game conception article "Warring States Journey", I mentioned the profit model of the game. I said "Warring States Journey" is a free and completely free game! Why? This is because I have come up with a new profit model for online games. I have never seen such a profit model in other online games. However, this profit model is based on the fun nature of the game, and the number of players must be large. But fortunately, as long as the game is super fun, are there any players? This profit model can be ruled out for games that are not very fun, or even if this model is applied, it won't make much profit. However, it is still unknown whether this model can truly achieve profitability. It remains to be verified by practice.
First of all, I want to declare that my profit model may be a very good idea, if you are reading this article, you also think it is a very embarrassing idea. Please raise your hand so that you can smile, but do not conduct personal attacks. Thank you.
Even if the game does not charge for items, you can make a simple mall, which can sell fashion, speakers, beauty salons, plastic cards, roses, and other items, these items need to be purchased in RMB. Fashion is tailored to players, and there is no buff bonus for various attributes. When creating a role, players only provide a small number of portraits, hair styles, and figures to choose from, shopping for beauty, hairdressing, and integer cards in the mall can change many kinds of portraits, hair styles and figures. Two days earlier, I played Journey 2. players on the left side of the screen are found to scroll too fast and want to see which sentence, but the words are rolled over, and players who often talk to the left when the role is on the left are controlled, I feel that there are too many words. If you want to prevent this situation, you can use the "horn" item of the mall to speak in some models (such as the world, this is what I used to do in adventure island. I don't need to talk about roses. Of course, I can also sell other things that do not affect the game balance.
The above is not the profit model I want to talk about in the Warring States journey. Now I want to talk about this profit model. Warring States journey is a complete free online game. Here, you can delete the term "RMB players". This profit model is simply summarized in two words-advertising. That is to say, the operator regards the game as an advertising platform. Advertisers pay RMB to the game operator, and then set a function in the game to attract players to click on the advertisement. In this way, the advertiser has achieved its own advertising purpose, the game operator has achieved its own profit, and the player has also achieved the goal of not spending a penny but playing happily. (0)
Figure (0)
My specific idea is that the game background must provide an advertisement upload function (preferably to upload the function to all servers at the same time ), the advertisement is uploaded in the form of direct promotion, multi-choice question promotion, and contact phone number, website link promotion, etc. That is to say, advertisers can upload non-Vulgar advertisements to the game server after paying RMB to the game operator. In order to enhance players' memory of the advertisements, they can also set some choice questions, as well as direct contact phone number, website link promotion, or you can also upload a colorful Flash animation.
Then, on the front-end interface of the game, you need to create a special button. Put this button on the right side of the "babybox" in the original journey, which is conspicuous, I call this button "Silver +. The function of this button is just like the button name. Each time a player clicks it, a certain amount of money is obtained. At the same time, an advertisement window is opened to promote the advertisement uploaded by the advertisers to the players, I call this advertising window "Silver + advertising platform ". The specific idea is like this. First, we need to set up a relatively poor situation in the game. That is to say, there is a very low chance of fake and fake money. We only need to make money in special places ", however, explosive equipment, materials, and other products are sold to the NPC at a very low price. Second, the game must be set to be a very silver-absorbing game. That is to say, many functions of the system will generate a large amount of silver ", for example, it is expensive to buy things at NPC. In this way, a gamer is hungry for silver, and the silver + button is useful. Each time a player clicks the "Silver +" button, a certain amount of "Silver" is automatically added to the backpack, and an advertisement window is displayed, in the advertising window, the content of an advertisement is displayed randomly, and the probability of random display of the advertisement is determined by the number of RMB paid by the advertising operator. There are several tabs available in this advertising window. When a player clicks these tabs, many advertisement titles are displayed. The number of "Silver" is displayed in front of the ad title, sort by adding "Silver" in descending order, and players can click the ad title to enter the advertising window, after a certain period of time, close the window or complete the advertisement, the player will automatically add a lot of "Silver" in the backpack ". Below we will demonstrate this process with images (I am not very good at PS, please forgive me for being ugly ). (1)
Figure (1)
Each time a player clicks the "Silver +" button, a small amount of silver is automatically added. After 10 seconds (or 20 seconds), the player clicks "close" and then presses the button, players will once again add a certain amount of silver ". Because after 10 seconds (or 20 seconds), the above advertisement has been successfully advertised to the player once (of course, if the player clicks this window, his eyes will immediately close or shift his line of sight, this cannot be solved, but I believe there will be fewer such cases ). Of course, considering the above situation, you can set that the "Silver" to be added is relatively small, and click the tab to add more "Silver. Click other tabs and the window is displayed as an advertisement list (2)
Figure (2)
(2) The window is the list page of the advertisement. The list only displays the title of the advertisement and the amount of silver in front of the title. The amount of silver refers to the amount of silver that is added when a player clicks the ad and closes the window after a certain period of time or completes the corresponding choice question. The advertisement in the "image-text promotion" tab is a mix of text and text display propaganda method. After clicking the advertisement title, the window becomes similar to the window displayed by clicking the "Silver +" button, I will not post images here. The advertisements on the "multiple choice questions" tab are text-and-image mixed display of propaganda and selective questioning methods, on the "multiple choice questions" tab, the advertisement "Silver" is increased a lot, because this is the interaction between players and advertisements, which will greatly deepen the players' memory of advertisements, the purpose of advertisement promotion is achieved by advertisers. On the "multiple choice questions" tab, click on the inner page of the advertisement to display multiple choice questions. After the player selects the right answer, all the "Silver" quantity will be obtained. If the wrong answer is selected, only a certain amount of "Silver" will be added. Figure (3) Below is an example of advertisement for a carefree website.
Figure (3)
In the figure (3) window above, if a player selects the correct answer option A, he will be rewarded with the 200 silver prize. If the answer is wrong, a prompt will be displayed, at this time, the player cannot obtain all the silver, but can obtain 10% of the total silver amount, that is, 200 * 10% = 20; if the player does not select the answer, click the "close" button to close the window. Then, the amount of money the player receives is 1%, that is, 200*1% = 2. Of course, the amount of Silver here is just a random number. I still need to study it in detail. In fact, the idea of "multiple choice questions" is inspired by the knowledge contest Q & A held every day at noon and at night in "Journey" (note: the question of a gamer knowledge contest is a literary talent, however, you can also implant ad Q & A to give gamers silver coins, but you need to give them the freedom to choose ). Click the "other" tab, which is also in the form of a list. You can also select questions on the internal page. You can add contact numbers, website links, and other things.
There are multiple ways for each ad player to obtain the amount of silver after clicking it. Here I will describe it in one way. First, advertisers open a member account in the game background and add RMB to the game background. Then, advertisers can consume RMB to publish non-vulgar, non-reactionary, and other types of ADS (operators can also make a review ), when publishing an advertisement, you can select "graphic publicity", "multiple choice questions", or "other". The content and problems of the advertisement can be edited by the advertisers themselves, in addition, you need to set how much silver each ad player clicks to obtain. The amount of silver that a player receives is the amount of silver that advertisers consume, advertisers use RMB to redeem the money. Here, we use 1 RMB as an example. An advertiser a opened an account and charged 10000 RMB, RMB 10000 RMB is converted into silver, which is 10000 ingots of Silver = 10000000 silver. Suppose A publishes an advertisement to all servers, set this advertisement to consume 100 yuan (equivalent to 1 cent RMB) each time it is successfully clicked. Assuming that all servers are online at the same time, the number of players is 0.1 million, at this time, if all the 0.1 million gamers have successfully clicked this advertisement, then 0.1 million * 100 two = 10 million two "Silver" and 10 million two "Silver" in the advertiser a's account are just consumed. When the "Silver" in the advertiser's account is used up, the game advertisement window will not be displayed, and players will not be able to point to it. At this point, if advertiser a wants to continue releasing ads in the game, he must reload RMB into his account and change the tax to "Silver "....... Note: The "successful click" here means that the "image and text promotion" type advertisement is to stay in the window for 10 seconds (or 20 seconds ), the "choice question" type advertisement is to select the correct answer. Only when a player "successfully clicks" Can the corresponding number of silver coins set when the ad is published by the advertisers. If the player fails to click "successfully", the corresponding number of silver coins cannot be obtained, however, a certain amount of silver coins will also be obtained to encourage players to click. The advertisers will have to spend the amount of silver coins in their own accounts. In a word, the gamer clicks the advertisement of the advertisers, advertisers need to pay virtual "Silver" to players. In this way, advertisers successfully promote their products and brands, and players also obtain virtual "Silver" in the game, benefiting each other. (4) indicates this mode.
Figure (4)
As we mentioned above, in the ad list page, the ad title is sorted in descending order of the number of "Silver, the advertisement displayed on the first line of the first page must be the one with the most "Silver", that is, the one with the most "Silver" after the player clicks successfully, this advertisement must be clicked by many players. However, in order to prevent gamers from repeatedly clicking an advertisement to obtain a large amount of "Silver" and causing heavy losses to advertisers, you need to set a time field when uploading the background advertisement, this field indicates the time required for a player to successfully click the second time. For example, if advertiser a sets this time to 2 hours when publishing an advertisement, then after B successfully clicks this advertisement for the first time, he will get a lot of "Silver ", it takes two hours for Player B to "click" for the second time ", otherwise, if you click within 2 hours, even if you have stayed for 10 seconds or you have answered the correct choice question, it is not "successful click". If you do not click "successful click", the amount of silver that the player receives will be much less, the "Silver" in the advertiser's account will not be so fast, so it can prevent meaningless and malicious clicks on ads published by advertisers from causing heavy losses. However, it should be noted that the countdown of this time should be displayed on the ad list page, so that the player can know which advertisement has been successfully clicked, in addition, it may take some time to click again before "Click successfully". The image above is not shown.
The above mentioned Prevention of malicious clicks on ads published by advertisers. From the perspective of game operators, it is also said that it is expected that the "Silver" in the advertisers account will be consumed faster and better, this allows advertisers to quickly add RMB to their accounts to make profits for their operators. However, from the perspective of advertisers, they always hope that their capital investment will return accordingly, rather than wishing your funds to be sucked away by meaningless and malicious clicks. Therefore, the "Silver + advertising platform" of the game also needs to take into account the interests of advertisers.
As mentioned above, the ad titles on the ad list page are sorted in descending order based on the amount of money spent, in this way, the player will first see and click a large number of advertisements with a large amount of silver. Of course, if powerful advertisers want to promote their products and brands quickly, they need to increase the "Silver" of the ads and shorten the time field value accordingly, this will greatly accelerate advertisement promotion. On the contrary, advertisers who do not have the power reduce the price by a little, and set the time value to a little longer to prevent meaningless clicks.
One thing to note is that not all advertisements are adapted to the silver + advertising platform, considering the age, gender, and other factors of the Game Player group, the majority of game players may be 18 ~ For men between 40 years old, there may be fewer and fewer female players out of this age, so advertisers need to take this into account for advertising.
For gaming requirements, the playability of the game is naturally needless to say, playability is the foundation of the game, games with low playability directly do not need to consider this profit model. In addition to the playability of the game, there is also a very "Silver-absorbing" situation. Of course, the game's "Silver suction" does not have to make the goods sold in the NPC very expensive, so that players cannot survive without clicking the "Silver +" button. I personally mean that players in the game can survive without clicking the "Silver +" button, but it may be a little difficult. The most important thing is that the game has some special functions, these special functions are the real "Silver suction" functions, which can be used by task players. For example, if you get a fairy hot spring on the map of "World Taoyuan", players can consume 1 ingot (or 5 Ingots or 10 ingots) and take a bath in the fairy hot spring, after the bath is complete, the player role will permanently add the basic attributes of 5 points (or strength, agility, intelligence, spirit, and physique ). In this way, if a player obtains a large amount of silver from the silver + advertising platform every day, and then uses the silver to take a bath, soak once a day for a month, A month later, the player's role will be permanently increased by 30*5 =, which is very attractive, when I used to play journey, I saw some very interesting players. The equipment was embedded with several stones that added the basic points of attention, in addition, the stone only adds the basic attribute of 20 or 30 points, which is far worse than the 150 points. If there is a "Shen xianquan bath" such as permanent addition of basic functions, afraid that no one clicks the "Silver +" button? There are many functions of "bath" in journey, but there are not many basic points to be added permanently after "bath", which is generally used to upgrade with increased experience.
Of course, the "Silver suction" function is not limited to "Shen xianquan bath", but also not limited to permanent addition of basic points of attention, you can also do more other functions. For example, if a player consumes 10 ingots (or 20 Ingots or 100 ingots) for the "nvwa Temple" of a map to pay homage to the statue of nvwa Niang, the player role will permanently add 1 skill point. "Skill points" are a good thing. If you have more skills, you can learn the skills of Multiple occupations at the same time. According to the previous ideas in "Warring States Journey, professional skills can be studied in depth. If the number of "skill points" is small, it is impossible to study the skills in depth. There is also the "Adventure System" mentioned in the text, which can be used to improve the player RP and "suck money" functions, so that the chance of a "adventure" occurs for the player role is greatly increased ......
When talking about the profit model of the game, the most important thing is the consideration of the game operator. In this profit model, the operator's profit mainly comes from advertisers rather than players. Therefore, the term "RMB players" can be deleted. Advertisers pay RMB to operators. operators give advertisers the permission to upload advertisements to game servers. operators give gamers free and unconditional game fun, while players play games well, never abandon this game and never give up this game is the best reward for the operator. Advertisers convert the RMB that is filled with the operator's game account into game virtual coins, and use the virtual coins to "Lure" players to click on the ads, after a player clicks an advertisement, the player gets a lot of virtual coins for profit. At the same time, the player may also use the product on the advertisement, or help the second spread of the advertisement to return the advertisers. In this way, the three-party role achieves a win-win situation.
The above-mentioned profitable games require strong playability. Games with low playability certainly fail, and games that are easy to get tired. When talking about the online game "Journey", it is less playable and more playable than other games. Players in at least 10 countries compete with each other. This is a big game, it is highly entertaining, but every day, we need to repeat the task of spying, moving bricks, family brokers, family bosses, group brokers, group bosses, business runners, and national run ....... If a game like the Warring States journey is designed by myself, there are a variety of gameplay methods, and the game will never get tired of players.
The multiple-choice-question advertisement mentioned above requires advertisers to pay attention when editing the answer to an advertisement question. It is to prevent advertisements for other products. For example, an advertisement for a certain advertisers is "brain platinum, the question is, "What else will I receive if I don't receive the gift this year? ", If the advertiser sets the answer to a, WAF, B, 21, and C, and iPhone 5, then option B and C are indirectly helping others advertise, therefore, you must pay attention to the issue when editing advertisers.
One thing to note is that the "Silver" obtained by the player role through the "Silver +" Button needs to be bound. The bound silver can be used to buy bound items and perform tasks, but cannot be used for transactions, it is mainly to prevent some players from opening a lot of small numbers and making "Silver" and then handing it over to the large ones.
If the game uses this advertising profit model, then players can really play a completely fair game without spending a penny. Some may say that players who have been online for a long time have clicked the "Silver +" button many times, and more "Silver" is obtained, A large amount of "Silver" is used to redeem basic points or skill points to make the role more profitable, which also affects the balance of the game! What I want to answer is, if others pay more, they will certainly get more! Taking "academic scores" as an example, if someone else reads a book more seriously than you, then his score will certainly be better than yours! This is beyond review.
Of course, the profit model of the Warring States journey game is just what I personally think of. Without the test of practice, it is still a big unknown whether the game can be successful. Many people may not know what the "Warring States Journey" has been mentioned many times in this article. This is a giant online game I designed with "Journey" as its prototype, the article has written more than 0.16 million words, and the number of words in this profit model exceeds 0.17 million words. The warring States journey game concept of the original address: http://blog.csdn.net/dengjingjian628/article/details/6668450
Now, let's talk about the profit model of the Warring States journey game. Thank you for your patience.