How to occupy the position of a seat in the future net swims the key ponder the direction

Source: Internet
Author: User
Keywords Players

Player crowd alternate obvious how to timely and move the preemptive machine

As early as in 2010, there are media forecasts, with the gradually become the main game consumption, how to adapt to the needs of the three players, has become a net game manufacturers in the future of the market to occupy a seat of the focus of thinking about the direction. In 2011, China's online games market report, it is obvious that you can see that the users of the online games in rapid growth, has accounted for the overall net user 34%.

At the same time, in the online games survey, you can see that the players have very different game selection criteria. They are very clear about the needs of the own game, but also have a distinct personality and a willingness to express themselves. They choose the conditions of the game also with a high standard of change, in the screen performance, in the movement of fluency, as well as play the core and so on, there is a big difference.

Also have the industry analysis, due to the "90" after the decline in the birth rate of the population of the age of the impact of the decline, the current client online gaming market situation, it is with the users of the game of the alternation has a close relationship.

The growth, let some players left the online games, and another part of the game requirements are more refined, in the consumption of more rational. At the same time, the players, in a time of information explosion, but also a variety of games in the era, they have more options for the game, the way the game, the platform also has this more ways. However, the current client online research and development, many are still focused on the user needs of the players. This is also the current client online gaming market has slipped, and web games, mobile games and so on instead of hot reasons. Figure 2, giving way to a

Then, online gaming vendors in the face of the game user group alternately, how can timely and dynamic layout, innovation and seize the new user's "Market first"? This will be from the characteristics of the group's research and targeted adjustment game research and development, to obtain the support and recognition of the students. However, what types of games will be favored by the players?

Clearly, lol in the current competitive game is very hot, and even a large number of players in the game is full of large numbers of "primary students" very dissatisfied, and these "primary students" in most of the population from the group of games players. These "pupil" pursue is a kind of simple, free and individuality. And the League of Heroes gives them what they want: simple games, 4 skills, 6 sets of equipment, and 4 lines to complete a competitive battle. At the same time, the game through the introduction of a very different "skin" to adapt to the pursuit of the personality of the players. Fig. 3, a League of heroes favored by elementary school students

In the instant action games, because the technology and the concept of progress and promotion, the players in the pursuit of brisk action to hit the feeling at the same time, but also pay attention to the details of the tension display. And the implied connotation of the different, the more people like the direct stimulation of the action of the game online. "Wu Soul" as the NetEase layout 2.5D market meticulously masterpiece, its hearty blow sense and direct stimulation of the combat experience, won a lot of the love of the players, even in the immediate battle has set a new "benchmark."

As with the pursuit of details, "the soul" in the Combat action details are also exhaustive. As a 2.5D game, Wu Soul joined the "Doll" system, it can give the object with a certain quality, shape and other characteristics, so as to obtain very realistic mechanical dynamic effects, such as reverse kinematics, landing and gravity, friction and acceleration, and even a game role of a wrestling produced 133 action points, It's all close to the real fight.

In addition, the group is a relative to the "lonely" groups, because of the impact of policy, very many of the generation are only children. For this group of players, they need a platform to provide them with communication, communication, and even release pressure, so a casual interactive online game will most arouse their attention. Described by the player is full of "Non-mainstream" "Jin Dance Troupe", is a kind of very good music and dance casual games, and very popular with the likes of the players. Characteristics of clothing, publicity personality, as well as the performance of the ego, so that this game even become the exclusive of the. In addition, the number of leisure online games in the market surge, but also with the players for such a game easy to accept, but also have some impact.

In addition, you can also see a phenomenon in the FPS game field, Tencent "through the FireWire," the number of online has been soaring, this and constantly pull into the user of the more and more players. CF is not as beautiful as Ava's image, and no CS detail and classic, but in the minds of the players, CF is a trend, and they are very willing to pursue the trend. Even in their eyes, the CS so in the eyes of the most classic shooting game are copied CF, and even exaggerated that all the games are copied cf. Figure 6,CF became the base of the

In the online games industry will often have "dark horse" products appear, in fact, from one aspect, is the game industry practitioners do not really from the player user group needs to come out, and blindly imitate and learn from the success of the product. Some manufacturers, even the entire industry, the composition of users, the replacement of players are not very clear, do not know what type of players are now the main body, do not know what they like the game products. So "behind closed doors", many in the planning and investment in the eyes of people feel very able to receive attention to the game, in the market is relentless elimination.

And in the current online user group is obviously in the alternating stage, how to live online swims to seize the market opportunities? This requires online game manufacturers to really study the market, understand user needs, master the preferences of players change, and then really develop high-quality, innovative online products.

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