How to solve the problem of low game retention rate

Source: Internet
Author: User
Keywords Mobile games mobile network games mobile games

I do not know when the industry has a plausible theory: the focus of a product is to try to make them spend as much as possible before the player loses. Combined with this theory, we can also from the "2014 Hand Travel market annual data Analysis Report" that most of the mobile game of the next day is not high, the next run off five or six users is very common.

The most common cause of user churn is 4 points:

1, pay point too early or too obvious;

2, difficulty/return imbalance;

3. Premature depletion of resources;

4. Poor sense of generation;

5. Lack of incentives and incentive mechanisms.

In the current domestic hand travel market, the next day retained and 7th retained is the channel to determine whether a product can be recommended on the important reference data. Therefore, in the fierce competition of the Red Sea, the vast majority of hand tour manufacturers did not "seven days later how to maintain the player's interest in the game" to spend too much energy, but how to play the core game and consumption pain points as far as possible before. Blue Harbor Wang Shiying for this summary as "better not before, rather than lack", because this is not the developer's fault, but the player's willingness to pay changes at any time.

Data show that in fact, seven days after the user still in the game, whether the recharge or game preferences, have higher potential and value.

In order to allow more consumer point, the game's core play will inevitably focus on the early-after all, a penny a penny, when the content does not stimulate the player's pain point, they will become extremely shrewd stingy. After seven days no matter what kind of retained data, the fate of this product is almost also stereotypes, and then everyone "seven days after the players lose interest in how to do". In other words, how to improve the long tail profit effect of a product simply and effectively after seven days?

1. Trumpet--In the ARPG, card and other emphasis on the type of hand, the trumpet has been a considerable part of the user desperately needed elements. But limited to various reasons, such as channel registration, mobile phone number binding, impact income, and so on, the vast majority of products are limited to the small active degree. But in the current trend of heavy and social, the value of the trumpet can be said to be more and more prominent. From the player's point of view, the highly active trumpet can be presented to nearby friends (La Nieu), to support a large (maintain online), and to break through the fragmentation time (to meet the heavy experience). Therefore, in the operation and development level, to the players appropriate small and large linkage benefits, at least let a lot of players because of inertia continue to stay in the game.

2. Check-in-This is a very old-fashioned way, but over the years in the end of the tour tour has shown practical value, and some manufacturers in order to strive to pull high the next day and 7th retained, often in the sign up to the award in a fancy pull the wind equipment props. Check-in in fact broken down there are cumulative check-in and sequential check-in, the latter is the main significance of the stay, while the former focus on how to reward the incentive for long-term active players. For example, I have accumulated in the game landing 100 days, can I send a senior card, equipment or special fashion? The so-called no credit also has grease, many players are due to long-term investment and get a return imbalance is lost.

3. Moving bricks-This is similar to the rewards of attendance, but slightly more complex in the game's content. For example, in the confirmation of balance and stability, there are times when a number of repeatable, as much as possible in-game activities. The goal is to give a "thank you" to players who are willing to devote more time and energy to playing the game.

4. With brushes-many mobile phone gamers have not touched too many games before, belong to the real sense of novice rookie, so it is easy to have a high frustration and low sense of status. Veteran with novice clearance brush, this is very common in the end of the tour, in the card and ARPG class Hand tour also has a similar "friend invite." Therefore, in this respect, hand-tour manufacturers can try to add some more interactive mechanism, even if it can not achieve online communication, it gives friends a little praise of what the function of the implementation is also excellent. Of course, in some direct currency trading in the heavy Hand tour, with the brush can be included in the player to make money and consumption links.

5. Leasing--The late vision is a very important player game power, the long-term when the cock silk is not really willing. As the default friend of every player in the national farm is "Professor", then see the first friend Manor is professor of the Model room, then the player will think "Oh, game later I can like this" and "rub, I compared with him too much." After getting a later vision, some of the players will not be shown that way even if they try, so we can consider "renting" to retain him-that is, to play the resources available for free in the home game, to exchange for a more time-sensitive props. Of course, the level of the leased goods can not be the most advanced, if it is the fashion wings than the RMB to buy the wings short one, if the weapon can not let the attributes too high, if it is the card will be "writing 5 stars, in fact 4 star half" ...

6. Look--in short, it is a chance for the highly active middle and lower level players to gain a certain amount of money through more gaming experience, creating a vision of a "tyrants to get a hit, and I can get the time". Appropriate to meet the cock silk under the wild hope, can the game's life and ecological promotion is very big cut. Check-in, moving bricks and leasing in fact, "look forward to" some of the primary forms of expression, such as in the "Legend of the Sword" and a new generation of "The West Tour", these need to operate to defeat the opponent's game, can give the player must expect satisfaction. Especially in the "Fight West" of the PVP mirror mode, you will find yourself to operate the ordinary team, you can diaoda the same level of team, a narrow victory over you a lot of teams-this is the previous automatic fighting in the hands of the swimming completely feel.

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