Stone Science and Technology Wu Gang: Ten factors affecting the life cycle of hand tour
Source: Internet
Author: User
KeywordsStone Wu Gang
On the afternoon of October 26, Tencent Public Relations Association NTA held the tenth issue of the product home Salon, which is titled "What makes You addicted to the big mystery of small hands". The invitation to the Blue Harbor online founder Wang Feng, Hot Cool founder Yong, Stone Technology founder Wu gang three hand tour big café for speakers, as well as Tencent Network game channel editor Tian and the global Mobile games Industry Alliance Secretary-General Song Wei as a poisonous tongue guest. Activity process, the bright spot frequency, the dry goods many. Especially the stone Technology founder Wu Gang's speech, from his actual combat experience, for the audience to analyze the life cycle of hand travel factors, is worth learning. Speaking of the life cycle of hand travel, many people feel that the life cycle of hand tour is very short, think only a few months time, but I think that this is very wrong view. In my opinion, the lifecycle does not depend on whether it's a mobile game or a PC game, it also depends on what kind of attitude you have about the product itself. In fact, like people, how long you can live or depend on yourself. So what are the factors that affect the life cycle of the hand tour? I think there are several: No.1 product types Now, hand tour has begun to gradually not so clear boundaries, because the different mobile phone games have begun to continue to merge with each other. You will find that there is a game within the content of the policy class, there will be some role play content, there will be some of the content of the puzzle, these integration will lead to a product, and then can accept different players, so that players have different points of play. So, I think this is also a major feature of the product. But there will be some products, its type and characteristics will be very clear, such as leisure class game, its life cycle is relatively short, why? Because some of its play points have been repeated for several months, there will be some fatigue period, but some products may be playing for one months, Just get started or say just found a little feeling of time, that its life cycle may be relatively long, for example, some strategy class game, or some business class game, its life cycle will be relatively long. No.2 theme types when we promote the channel, you will find a chart, a product name, which actually gives the player a hint, this hint will tell the player this is a light game or a heavy game? So, sometimes you have a game inside the hue and the inside of the whole painting wind, Also leads to a hint to the player. For example, the original WAP game we began to do so come over, you will find that our art often take some very simple thinking mode, he will think that the painting is good, is painted enough exquisite, this is the standard, in fact, often counterproductive. For many of the WAP users of the time, your game consists of some small charts that are beautifully painted, instead will give users a bad hint, he will think you the more expensive the game, he will think that the product department cheap, there are a lot of cock silk users, in fact, he does not pursue the game picture is very good, he wants to pursue is with his own phaseWith。 So, do hand tour products, you have to give a clear definition to the user, your users are exactly what part of the people, and then give him the desired products. No.3 Target customer base and then use age to divide the target customer base, in my experience, hand play home is generally divided into the following types: 90, the biggest feature is "I want, you give me, I do not want to mealy". The last two years of our product design characteristics are also like this, you will find like Immortal Road, a lot of products are, you tell me how to do, don't let me have a choice, if you give me two or three kinds of choice, I will fall into a trap, that is, I do not know how to choose, so I want to when you give me is, You tell me what condition, if I can accept this condition, OK, I will continue to play, I do not accept this condition I go, this is such a characteristic. After all, there is a group of people who choose syndrome, and whether they are buying things, selling things and including making a lot of choices in the game, he keeps making choices, wants to choose one of the most optimized, I think this may also be because, how to say? Is that the internet has just begun, This group of people constantly in the inside to grow some of the reasons, they will not be very direct to say their choice, but will be willing to use a more ambiguous way to solve the problem. Whenever, the biggest feature is the cautious, his duration will be longer. For instance, we "World War II" is based on whenever products, this product we started at the time, we added a voice inside, we invited a few beautiful little girls, are sheep sound, talk soft particularly good girl, in the game to give everyone a lively atmosphere, I got a lot of complaints the next day, say Wu gang you must give this thing to us to take off, if continue so we will not play your game, if let my wife, let the people around me know I am playing is such a game, I will feel particularly have no face. So when you make a product, you have to be sure which group your users are and what they want. What is the No.4 preheating work? Some say press releases, indeed, these are some means of preheating. But in fact, preheating is not simply propaganda, I think preheating is what? preheating is actually to put some of the scattered individual players, before entering the game has been established. What is a job that we particularly enjoy doing? Before the game started, in fact, the major associations, major groups have been online under the completely organized, waiting for the game to open the suit, and then rushed into a dozen people to play a dial people, a group of people with another play, the earlier work done better, You'll find the higher the retention rate in the early stages. Why? Because in the game, distract his attention and distract him a lot of factors, and the game at the beginning of the time there will be many problems, but initially if you can organize the entire group of users, whether such asHis wastage rate is bound to be lower. I particularly like to use the forum, and I spend more time in the forum than I micro-bo, micro-letter inside the time is much longer, such as when the joy, long travel forum inside. One of my products, like the "contract" this product, I reply to the forum in the amount of more than 4,000 posts, this is my own work, why? Because I have to understand what users really like? What are the problems with my product in every process, It is also one of the easiest and cheapest ways to recruit users.
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