Dream Sea Thief King: by Recharge monthly 27 million years of water or over 200 million
Source: Internet
Author: User
KeywordsGame
"Dream Sea Thief" is our first mobile game, July in the online, August total recharge up to 27 million. Ideally, the total flow of water over 200 million a year is unimaginable in the age of social gaming. In the era of social gaming, individual users had low consumption values. At that time, there are tens of millions of users of the game and a lot, but the revenue capacity is not so strong now. I used to be a COO of a social gaming company, where the market situation was that when social games had 1 million dau (day active users), the monthly income was about 3 million. But today, the value of 1 million of Dau has been raised dozens of times times. In October 2012, I began to collect data on the market for hand travel and to study the development curve of those hand-travel products with high user and high income, and then think about what position they would be in the market if they did the same type of products. We determine the card type in the game, because I believe that 2013 years will be the Chinese game market card year, I now firmly believe that card games will be a very promising type of game. After the project type has been identified, it is necessary to start predicting the market demand after six months of game online. This needs to observe the previous half of the various hand-travel products of the income curve and user curve, to determine which products are really in line with the needs of users, rather than brush list and hype up. I will take various kinds of data from different channels, such as AppAnnie website. If a product's revenue and user curves suddenly grow or fall, you need to think about why and make some judgments about it. After that, you need to work on their own product content development. General game to "user guan: Impression, try and boring". Whether or not your game is introduced can make people feel very interesting, the company logo appearance and small scenes such as subtle settings, will become a player to play a decisive factor in the game. In addition, players to open the game to be able to quickly start, so in the production to be cool in the place cool, should keep the game fluency of the place fluent. "Dream Sea Thief Wang" from February Project, to June 13 on the line 91 escape platform, June 26 in 8 Android platform to do the censored test, July 11 eight platform joint debut. From the current pace of the market, we should be one of the most efficient companies. CP (content Provider) is very influential in the market of hand tour, because they are the real output content, decide the development of the hand travel industry. But the CP current management level is extremely low, cannot manage and lead own team very well, a game company is very easy to flash in the pan. This is not only a problem in the hand-travel industry, but also a common problem for Chinese entrepreneurs. So, despite the small size of our current team, I want to balance management and efficiency. First of all, at any time, to ensure a steady increase in performance, we have to continuously improve the output of the team. In most cases, the cost of earning and pulling new is getting higher, which requires the development team to be more efficient, a product to play, interaction, customer service and other seven aspects of improvement, rather than the time to do. Secondly, toTo maintain the leadership of the product, this lead is embodied in many aspects. Experience leading, although "Dream Sea Thief King" has achieved certain achievements, but the improvement of product experience must continue, frankly speaking, this product in July leading, to October can not be outdated, but also with the current experience the best products to PK experience. At the same time also have to ensure that the game version of the lead, to ensure technology, design, operation, market all-round lead. In this way, the product has the leading decision. Third, stay focused on the core products. Do not get a little bit of success, start a new project, or to expand the team, but should ensure that the core product of the game, a product, a type to achieve the ultimate is an entrepreneurial game company must. Finally, create the brand of the product. When a game becomes a brand logo is hard to beat, Brand has the emotional attributes of the brand, there will be a certain fan group, these users will form a stable force to help product growth. At present, the "Dream Sea Thief King" research and development process can not be said smooth sailing, a lot of difficulties. When the company decided to develop a hand tour product, because the game field does not have a game experience judgment standard, so many of my ideas are from the book, which "the elements of user experience" on the Internet products have five-tier design structure, and later I found that the application of the game is also very appropriate. From the specific game design, visual design, sound design, interactive design, information design, page structure design, this is a measure of the quality of a game important points. Why is it difficult to play the game? Because the product you are doing has no problem in every aspect, preferably in some ways. The current market for hand travel is more intense than I expected. On the one hand, the team you want to find the best people, but the bulls are more favored by large companies, and the company also each other in the robbery, very intense. Product said, you can think of the product of the subject matter has been done, similar to the "Dream Sea Thief King" as play, the same theme of the game every day will be online a lot. The answer can only be the experience of the product from the time forward, the head must always have a string-always to maintain the latest product experience. There is no such fast pace in the end of the tour. From the same type of competitive companies, the incomplete statistics of 30 competitors of different sizes, 9 listed companies, 10 large page tour companies, 6 social gaming companies, than we start with 30 hand tour companies, add up to no less than 50. But overall, the current market situation of hand tour basically verified our early judgment, next is to ensure that the company has continued to develop steadily. I think talent is the core asset of a game company, so team building is very important. Although the market talent competition is very fierce, but we are willing to give the most energy and the best sincerity to serve the small partners. But at the same time, the assessment of recruitment is very strict, I hope they meet these qualities: Love dreams, down-to-earth, hard work, willing to help others. To put it simply, it is in line with company values. In addition, for the entrepreneurial team, the remuneration structure of the rich is alsoImportant, according to the different situation of employees flexible adjustment. For example, the pressure on the life of the staff, can be given a high salary, and some young colleagues are temporarily less pressure, you can consider appropriate rights. The organizational structure of startups is very flexible, even if it is completely out of the way, we will adjust the organization of the company in about two weeks, and then rearrange each person's position, responsibility, power and interests. Everyone on the team needs to be aware of their clear positioning. However, our company's management culture is still very open, everyone can challenge me. As entrepreneurs, a lot of things need to be pro-Pro. I am willing to accept the opinion of any one person, any time anyone can ask me any questions. [Author: Xu He]
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