Basic model of successful game in App Store

Source: Internet
Author: User

From dow.jump to Fruit Ninja, cutting ropes, Angry Birds, to tiny wings, the "super simple" game that recently won the App Store, watching these applications and games go down in rankings, we are more like watching "fairy fights": Why did they win? Why didn't consumers start to pursue the screen? The cocoachina moderator "deadseafu" made a unique summary of these successful games to see if the app store has a winning model.

Let's list the commonalities of these climbing works:

  1. Fruits, birds, pets ...... Most of the protagonists are not people
    Mr. Valdo is an individual, and he has been very aggressive recently. It may be easy to recognize that it is highly separated from reality, or it may be a refreshing cartoon image.
  2. The iPhone's exclusive and extremely simple point/draw screen or shake body is used for all operations.
    It seems that no game with a virtual joystick has been on the top.
  3. Easy to learn
    Dow.jump, Fruit Ninja, birdies, and cutting ropes are easy to start with, but it is not easy to score a lot.
  4. Show off
    From the previous article, they all have very large repetitive challenges under the simple appearance. The purpose of repeated challenges is not to complete the task, but to challenge myself and show off to friends. I have seen a group of young people on the subway using an iPod Touch to play Fruit Ninja in turn, users will also post scores on their weibo posts. It can be seen that, after mastering a little advanced skills, such a game can establish a confidence that is sufficient to look down on other users in a short time, because it is easy to get started, the challenged users do not have the kind of powerlessness that monster hunters will catch up with when they come out the next day.
  5. Integrity
    No hot game is complete. You don't have to look forward to the 99-dollar game as well as every aspect of the game, but at least the user wants the main game process to look complete. As for rankings, menus, and achievements, internal integration is even more challenging than games. So tiny wings, a game not even supported by gamecenter, is still selling well.
  6. Premium
    The user's expectations for 99 cents must be less than $49, but they also have a pole scale. A few top-ranking games give people the feeling that they don't deserve this! Birds are one box and one box, and the rope is one box and another box. dow.jump often has new skin. This kind of premium over 99 cents is not an important factor in pushing them to the summit, but also an important weight for them to maintain this position. What's more, there is an example of a high-price Summit in China.
    In fact, this has something to do with mentality. How many services are you going to provide for your dear users at a limited price? Most users are greedy, and many of them have conscience. At least I have been downloading and playing some restricted games, and I feel sorry for not spending any money. If your game makes people feel "it's not worth the money ", or is it possible that the quality is not enough, but the energy is not enough?
  7. Rhythm
    The rhythm is very strange. Angry Birds is a very slow game. You can play it slowly while you are lying down, but the rest of them are so nervous that you have to get up. In fact, they all share the same thing.
    Pick up and put down quickly, repeat the challenge cost is low. The ability to make full use of the fragmentation time, or to attract users to create the fragmentation time to participate in the game, is also a common feature of these successful applications.

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