If you are a senior player, you are mostly dismissive of the current web games.
You will say that these silly games are not as fun as stand-alone or client games!
However, these web games make a lot of money, and their monthly income is more than 10 million.
So you will be confused as follows:
1. Why can I make so much money on a non-fun web game?
2. Why (almost) Is there no web game that makes you feel interesting?
This seems simple and involves a wide range of issues.
To answer the above questions, you need to answer them slowly.
First, we should start with Web Game users,
As we all know, web game users are easy to lose.
The main cause for the easy loss of web game users is the following:
1. Poor user quality: many users are not game players themselves. They are cheated into the game when reading novels or browsing websites. It is not the kind of "I want to play games", so "I am going to play games. For such users, it is no longer normal to give up at will. It's not a waste to say "cheat". The current web game advertisement is too overdo, such as games that can be seen everywhere: "The wife is not playing at home", coupled with the sound effects of the soul, tempting ...... When I entered the website, I found it was a liar and it hurt the user.
2. There are many game options, and the cost for users to discard is low: for client games, the number of GB is dozens of GB, and it takes time for players to get the game, this is one of the reasons for the stability of client game users. The competition in the browser game market is encouraging players to choose a great variety of products, making it very convenient to enter and experience new games at almost zero cost. This is one of the reasons why Web games are easy to lose.
3. Product Design: For the above two reasons, web game designers can easily set up the initial growth of the game in order to retain players. This rapid growth experience makes players very happy at the early stage, this greatly shortens the life of the game and accelerates the loss of players.
Now that users are quickly lost,
What kind of game mode should be used to maximize the benefits?
This problem should begin with the payment composition of the game.
The payment for a game is mostly composed of three parts:
Capabilities, appearances, and services (including acceleration, purchasing a backpack, and portable warehouses ),
In most RPG and SLG games,
Players are most concerned with the growth of role capabilities,
You are willing to pay for your capabilities,
Therefore, the capability is the best selling of the three major components of the payment option.
Stimulated by a reasonable PVP competition mechanism,
The competition between players may be exhausted,
Under the boundary effect (higher payment, lower income,
The sale capability can make the ARPU value very high in the short term.
Games that do not sell capabilities,
Such as World of Warcraft, my name is Mt, and the League of legends,
To achieve high income, you can only achieve long-term or user volume.
Therefore, the answer to this question has already appeared:
If you want to make a high income in the short term,
Selling capability is an excellent choice.
However, selling capability is a double-edged sword,
The rapid opening of capabilities can easily shorten the service life of the game,
It is a way to quench thirst.
Although this mode has a short-lived bug,
However, the method of webgame user washing brings enough users,
The continuous opening of the server makes up for the problem of insufficient income in the later stages of a single server.
However, the loss of users is also accelerated when users are washed and short-lived,
This is one of the reasons why Web games are criticized,
But in terms of business behavior, this is successful.
To sum up,
The "sales Capability" and "User washing" modes are suitable for web games,
Almost all web games have become the standard model.
BackArticleStart,
Why do senior players think there is no fun web game?
Before answering this question,
You must first answer this question:
What kind of games are fun?
Recalling past experiences,
There are many interesting games,
Such as DNF, World of Warcraft, hero invincible, Diablo, Starcraft, etc,
These products have left a deep impression on players,
After a more detailed analysis, we will find that:
These Games satisfy some players' needs:
DNF allows players to experience the pleasure of operations,
World of Warcraft allows gamers to experience the fun of cooperation,
The invincible hero allows gamers to experience the fun of strategy,
Diablo allows players to experience the fun of collecting data,
StarCraft allows players to experience real-time strategy,
............
............
These joys consist of players' mastery of skills and final gains.
Techniques refer to DNF operating technology, World of Warcraft raid cooperation, and hero-Invincible policy customization,
Benefits are the affirmation obtained through these efforts.
Note: The key point is coming!
If we make World of Warcraft a game that will sell the same capabilities as Jackie Chan,
With 0.1 million purchase capability, you can select a raid boss,
The game also has raid wool,
Completely changed!
Similarly, you can use tips to kill a paid boss,
That's a dime!
It's hard to have both fish and bear's paw,
To get benefits,
You can only select either skill or selling ability.
Since web games have chosen the most suitable selling method,
The skill part is bound to be weakened,
After the skills are weakened,
Game depth and fun are hard to reflect,
So senior players do not like the current web games.
The problem arises again.
Since the game depth is not enough, why are browser games still making money?
This problem must have plagued many senior player designers.
Recall,
Superb skill that brings a pleasant experience to senior players,
Most of them have been honed,
For example, endless mission destruction, death, disappointment ......
When the victory is achieved, it brings great pleasure,
This is a process of "Urinating-releasing.
The customer loyalty of browser games is low,
Users are easy to lose,
Can't hold your urine,
Therefore, this process is not suitable for web games.
A large number of browser game users,
They no longer paint a night for a level,
They can choose a variety of entertainment Methods online,
For example, watching movies, listening to songs, watching novels, and games.
For them,
It's just a complementary method of entertainment,
Therefore, we pay more attention to packaging methods such as art and themes.
Users who are willing to pay for their capabilities,
What we want to meet is the demand of "King of Kings,
The game only needs to provide them with "good conflicting environments", "sales capability mechanisms", and "Praise systems.
This is why Web games make money.
This is no longer related to the "skills" that senior players expect,
So this is not what senior players like,
Today's browser games are not the game of the year.
Postscript:
The phrase "skill and payment can only be one choice" is incorrect.
It is also wrong that "Too Fast Opening of capabilities may lead to shortening the game's life.
"The depth and fun of the game are hard to reflect after the skill is weakened" is still wrong.
The above is just a common phenomenon. Some awesome games have done a good job, but few.