Forgame Wang on the correct understanding of casual games

Source: Internet
Author: User
Keywords Forgame Wang
Tags game games gaming hard hard core it is key key points

Fast road network January 26 News (reported Hao) has served as "Palace explosion Granny", "Where's Daddy?" series of producer Wang, in the field of casual gaming has a wealth of experience, in the recent fast-transit network united to play Tang and a number of games, the founder of the Games in Guangzhou, the producer of the Special Salon, He shared some of the ideas of making casual games and explained some of the key points of casual games.

The category of casual games
Casual gaming has always had a very large market share and user base, "even hard core players spend 10% of their time each year playing casual games." "Wang said," Whether it is from 4-5-year-old children, or to 60 or 70-year-old ' old child ', casual game category and user coverage are very wide. ”
Forgame Wang Interpretation: A few key points in casual games
In general, most casual games on the market can be grouped into three categories: a particularly mild "pit-dad" game like "don't step on the white block", the characteristic is very obvious life cycle is shorter, but the product breaks out quickly, another kind is has the game with the sustainable play, has the considerable user stickiness, like "defends the radish", "the Palace Explodes Granny", "the Where's daddy going? "and" The Decisive battle Meow Star "and so on; the last category is the integration of weak networking mechanism and online game card system products, to" Thunder Fighter "as the representative.
Correct understanding of casual games
The casual game is arguably a lot of products, the user scale is also good, but it is difficult to appear on the major list, especially the grossing list of iOS. Thinking about this problem requires a proper understanding of casual games, from research and development, distribution and landing links.
Research and development, "casual games in particular need differentiated products, whether in the play, visual feeling, or sound effects (background music), subject matter." "Wang stressed that the player is using debris time to experience the game, hoping to release the pressure and find a refreshing feeling." Therefore, the refreshing feeling, feel, blow sense, etc. to achieve the ultimate, for casual games is a very fundamental point, and the rhythm of the changes in the game can weaken the player on a single core play produced by boredom.
At the same time, casual games are easy to share, especially for social communication. Of course, there are also common life cycle short, long operation cycle phenomenon. Its production cost is lower than most online games, but the operation of the link in addition to the net game products, channels and markets, more than the operator link. "Operators have a direct impact on how much revenue we can do because they are part of what we end up doing," says Wang.
Get through the operator joints
The most direct link with the operator is reflected in the profit model, casual game revenue mainly from operators of SMS billing, so at least three factors need special attention. First, choose how to use the Billing SDK, accounting efficiency of the high and low. Second, on the basis of the accounting operators to control the evaluation of the figure, to avoid excessive situation, or may be the operator of some "punishment." Third, other potential problems, such as avoiding the occurrence of excessive complaints.
Overall, casual games seemingly simple behind, its operating threshold relatively high, do a good job of differentiated products, access to operators and other links as well as the selection of billing "routines" will be stable market share, improve product revenue focus.
"Game sinks" is by the industry a number of senior producers, media people jointly launched, regular in the cities of closed-end industry products salon. Focus on products, directed invitation system, thank you for your attention.

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