Half of the new online games live less than one year balance is the first reason
Source: Internet
Author: User
KeywordsReason new online games
BEIJING, June 20, 2011, China's online games market revenue exceeded 46 billion, to achieve a rebound in the city, the most direct performance of industry prosperity is the growth of original products, according to the state Press and publication administration published data, 2011 domestic online games approved the number of 184, greatly beyond the past. The original online game of this growth continues to 2012 years, according to incomplete statistics, the first half of this year opened the test of the number of new tour has exceeded 100. Corresponding to the increase in quantity is the high rate of new travel. According to the reporter, in recent years the average number of new travel deaths each year near the newly added total of 50%. This trend has not changed since the first half of 2012. Experts pointed out that the online games industry is gradually maturing, "balance" has become the lifeline of the survival of the game. NetEase early round of the work of "Dream West Tour" and in recent years, the great Hot "League of Heroes" have a balance. In the new push online games, still travel under the "Noah legend" is the player to comment on the outstanding balance of the work of the representative. Old Rundo longevity, new swim more dead according to a search engine games Hot List shows that the top ten online games, in addition to the "League of Heroes" and "The Valley of the Dragon" are last year and the two years ago, the remaining eight online games have more than four year old. At present, NetEase's "World of Warcraft" (Micro-blog) and "Dream of the West", the perfect "the fairy" and "perfect", the Grand "Legend" series, Cyber Dragon "Magic Field" and other pillars of the product is still strong, still in the Chinese online gaming market occupies an important position in the revenue. In stark contrast to old game old and solid, the death rate in recent years has been surprisingly high, with data showing that the average number of new games that die every year is over 50%. Now every week there are several games in the market situation, the player for the new game is less latitude, the reporter learned that many players at the same time to start a variety of games, and in a game to stay in the time will not exceed one months. Another set of data shows that more than 90% of new games face a "high low" dilemma-the number of players in the new open service to the highest value, and then the player quickly lost. Some players lose speed of the game, even less than half a year to shut down to extinction. Similar to the "Noah legend," such a new novel, from the first Test, the influx of a hundred thousand of people, and the player's attention to the game has lasted more than a year, is rare. Senior Personage analysis believes that in the online games industry development early game product is not many, the player selectivity is relatively few, the old net swims has the opportunity in the running process to discover the problem solves the problem unceasingly, from the occupation balance and the game setting, to fixes the game the bug, the fight game Plug and so on. Constantly changing to meet the needs of the players, these games are not only very mature, but also have formed a mature community. And today's market environment for new online games is more stringent, if a new game design at the beginning of the defects, they often too late in the operation process adjustment, has been abandoned by the player. In the domestic game 84.37% of the same quality of the work of today, the balance of games has become the key to the game. Experts say, although never far away from criticism, even in the ARPU value (per user average income) there is a rising trend of the danger, but overall, the classic old game in the overall balance of the better. But the old game, whether it is race, finance or magic, a copy, has greatly guaranteed the equality of its players. In contrast, this two-year new game a large number of listed, a lot of "crash" game of Cherry, in addition to the screen on the successful copy of the works, not to innovate, in the game design regardless of the game balance, blindly let the player spend money, quickly abandoned by the player. In 2008, Sadie's analyst asserted that balance would be the future inflection point for the gaming industry. Four years later, the balance of the game has become a game can survive the "lifeline." Players pay attention to the game balance susceptibility survey shows that in the "Why did you leave the last game" in the answer, "game balance" was destroyed, in the past two consecutive years ranked second, after "too many" option. In fact, considering the "plug" is also malicious destruction of the game balance of extreme situation, 90% of players because of the balance problem to leave the game. Much higher than "friends leave" "game is too bad" and other reasons. Surprisingly, because of "game balance is destroyed" and left, 2010 users Choose this reason only 21.4%, 2011 but up to 35.5%. If the plug-in is also counted as an extreme example of destructive balance, this number has soared by 26.2% in a year. This shows that over the past year, players have never been more interested in the balance of the game. In other words, if a game is not balanced enough, the player leaves more resolutely than in the past. 2011 Users leave the reason for the game 2010 users leave the game reason data source: Yi Zhi ku 20,121 good games, balance is everywhere. It includes a systematic career balance, skill balance, balance of the economic system in the game, balance between paid and non-paying players, and so on. More details of the place, such as cross-service PK, involving the tournament competition can achieve the balance of the effect, such as the balance can not be ensured that the player immediately lost. Analysis of the recent success of several games, such as "Noah Legend", the biggest feature is the balance of the game to do very well. The balance of professional skill is an important factor in the balance of game. In stark contrast to the pursuit of professional balance in the years of World of Warcraft, almost paranoid, some new game servers, one or two occupations accounted for nearly 70% of the number of servers, unpopular career hundreds of no one to practice, professional skills imbalance directly led to the rapid collapse of the game. Senior personage says: Enumerate the successful works of these years. From the 10 years of "Dream West Tour", to the new sharp "Noah legend", the balance of professional skills on the game of life and death, rules so, no exceptions! "Noah legend" adopted a typical four professional system, Sword Warrior, Power, gun division, fighter, each character has its own characteristics and advantages and disadvantages, mutual checks and balances, mutual coordination. Guaranteed that under the same conditions, peopleThe strength between things (such as PK) depends only on the player's level of operation. The balance is even reflected in some more detailed places. For example, the Chinese players prefer to cross-service PK, we must have a lot of analysis and research on the rules of the tournament. "Noah legend" of the cross-service stars in accordance with the level of grouping, every 10 levels as a group, the maximum balance between the strength of the gap between players, the league used a similar level of Football League mechanism, not only to make PK more intense, and more fun. Noah's Tales of 4 professions have their own characteristics, the balance of professional skills to do a very good "micro-consumption" into the most balanced economic model can be seen, the balance can determine the vitality of a game, but most manufacturers out of economic interests, the initiative to break the balance of the game. At present, the vast majority of new tourism on the market is the use of props charging "free game" mode. In order to meet the need to recover funds and achieve rapid profitability, some manufacturers blindly increase the means of prop charges, and constantly improve the value of apru, so that fundamentally destroy the balance of the game, the player began to lose. and enterprises in order to ensure profits, and can only continue to push high apru value, in equipment and props to make a fuss, so create a vicious circle. "To solve the problems caused by the balance of the game, changing the charging mode of the game is the fundamental way." "says a veteran gaming industry practitioner. Many manufacturers are experimenting with new methods, in which the "micro-consumption" model adopted by the "Noah legend" has achieved remarkable results. Traditional prop charging mode can easily destroy the balance of the game. We can often see in the game of the hard work of the players by the yuan players easily ' seconds kill ', and even a lot of equipment do not spend money can not get. Micro-consumption effectively avoids the problem. The so-called "micro-consumption" is called to return to the nature of the game, for low consumption players, in the game to pay time and labor can also be a clear return. This has also effectively shortened the gap between the yuan's input to players and time. Analysts believe that the "micro-consumption" model effectively guarantees the balance of the game. In the "Noah legend" mall, do not sell experience, do not sell equipment, do not sell game currency. Important resources depend on the player's efforts in the game. The best equipment relies on the player to synthesize, the player also through with other player's transaction, satisfies the growth demand. Chang, CEO of Wei Niu, when talking about the concept of micro-consumption, said, "We hope that those who like the game, some time, but can not put a lot of money in the game can find a sense of achievement." "Recharge dozens of bucks a month, or you can play it easy." A "Noah legend" player in an interview said. "Every cost in the game will produce value, smashing equipment will not explode, at least I will feel that the labor and money are valuable." The reporter learned that the "micro-consumption" attracted a large number of players, and most of the new forum of the desolate compared to the "Noah legend" has the most active forum visits, which also reflects the player on the "NoahLegend. "The Legend of Noah" from the beginning of the design of the "micro-consumption" model, in the short term, total revenue will not be very high, but in the long run, this approach to expand the user base, but also improve the player's pay rate to maintain the game exuberant, long-lasting vitality. The user base is the most direct standard to measure the quality of a network game, while the balance fundamentally determines the user's acceptance of the online products. This is the game in the history of all successful games in common. With the "Noah legend" and other a number of emphasis on balance of new products appear, the domestic online games market is about to usher in a new model of change.
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