Like many mobile games, Pokopang This game also takes the cartoon animal as the protagonist, needs the player to defeat the monster. But the little-known puzzle game outside of Japan stands out from its developers ' ability to suck gold. With the help of Pokopang, line can become the world's largest hand-travel publisher of the year. Not only line, but Japan's GungHo Online entertainment company, which has puzzle & Dragons, has 4.1 million dollars a day this October. Despite the popularity of the world's hands, Japan's mobile game development companies have realized the secret of good returns, that is, constantly trying new ways to master the mobile payment mentality. The Japanese game publishers need to determine statistics to every download, and ensure that players always participate in the game, such as line, DeNA, Gree and other companies will ask math experts and data experts to resolve the hundreds of millions of real-time data points, or like GungHo and other companies, such as dozens of employees to monitor blog, Twitter content. In Japan, the benefits of each download of the game are 3 times times the average of the global Apple device, 6 times times the Android system. "Downloading is just the beginning, and the real heavy work is running the game." "says June Otsuka, global business manager at line. The cash flow of Japanese games has even overtaken the US in the total revenues of mobile phones and tablet apps. Last October, consumers in the game app were spending less than 30% of U.S. consumers, and this October was upside down, with Japan surpassing the U.S. 30%. Game experts point out that Japanese people have long been accustomed to paying for good things on their phones. Japanese operator NTT DoCoMo launched the mobile Internet business in 1999, 8 years earlier than the IPhone, 9 years earlier than the first Android phone mode–compatible. Paying to play GungHo's "Puzzle & Dragons" approach is smart enough to attract players to pay for extra good stuff: ☆ Game currency Puzzle & Dragons game with virtual currency-magic stone, use this trick to make the player fuzzy the difference between the actual and the money , Money to buy game currency is not so painful. ☆ Use the reward player to spend 1 magic stone can continue to play after Game over. If the player does not continue, the game will remind them of "What wonderful opportunities may be lost" ☆ Limited time sales! Five magic stones can be removed from a fighting dragon-shaped monster. Limited to enhance the player's sense of stimulation and game enthusiasm. ☆ "Do you think of others?" (shy) "Players collect monsters and use them appropriately to free up" slots "unless they pay for more cards. As early as the 21st century, many mode–compatible users have been spending hundreds of of dollars a month, from the weather checkEnquiry service to train timetable, from game to fancy dazzling expression. Japanese publishers believe that the real key lies in data arithmetic and game tuning, which allows people to always participate, as GungHo's producer, Daisuke Yamamoto, says, "As long as people keep playing, they always pay." Even as many global publishers have been working on data computing, Japanese companies have been outmanoeuvred and doing the most thorough consumer analysis strategies. DeNA, for example, is the manufacturer of the card game Rage of Bahamut (Bahamut), who always offers different versions of the game tutorials to monitor consumer responses to ensure that people start playing games. To prevent the decline in interest, DeNA and other companies will regularly hold limited-time award-winning activities to enhance the chances of winning or more interactive games. In each event, the relevant team will track parameters-such as how many people are playing or whether the player is upgraded-and improve the game in time if some indicators are 10% or more lower than expected. If some parts of the game are too difficult, DeNA programmers will also adjust the game, such as a role-playing game "Grand Theft (Katio Royale)", when the programmer found that a lot of players because the game has a super hard Boss and discard play, they made changes to the game. To make the players feel difficult to accept they will be willing to pay to buy equipment and goods to help customs clearance, too easy will feel no challenge, too difficult will let people initiation retreat, Master good degree is very important. There are times when the data looks good, people are aggressive and willing to pay, but you have to wonder whether people are going to pay for it and not just a stick. Mobile game experts believe that the player to pay the master when the GungHo, it launched the Puzzle & Dragons game is the first player in the "Game over" after the payment of virtual currency to continue the arcade system mobile game. In the dungeon of the game, the player needs to repulse several waves of Monster's attack, after each attack wave end, may obtain some treasures and the collection Money Monster. And for those veteran, see "As long as the payment of virtual game coins have the opportunity to continue to play" is undoubtedly a small temptation. Now, Japanese game makers are trying to replicate lucrative mobile gaming patterns overseas, mainly by promoting their games in foreign markets. English version of the "Puzzle and Dragons" in the United States has exceeded the download volume of 1 million, COLOPL's Korean version of the world of Mystic Wiz Game download has reached 1 million times. Compared to Japan's domestic downloads These are small numbers, DeNA and Gree in the United States, the game site is still in the beginning stage. Some mobile game experts believe that this is because the manufacturer has provided too many choices, dispersed the user volume. Many Japanese companiesare working with local game-makers to expand overseas markets and use the Japanese money-making method to match the tastes of overseas users.
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