Once you start the game it is hard to quit, the game is "tribal war." And from the installation of the game, to the Novice tutorial was the beginning of the attack, you can say that has been caught in the game, unable to extricate themselves. The "Tribal War" "game monetization" design has been a great relish, but in fact, the game in the design of a lot of other desirable places. This paper gives readers a detailed analysis.
After you start your first download, you'll probably be able to play the game a few hours a day online and uninterrupted. And the game is heavy and viscous coefficient is very high. Then you can only indulge in it again and again.
When you enter the game interface, you will find that the screen is very good, sound effects and music will be added to the game experience, most importantly, the game has a lot of "content", will not easily let you feel boring. Carefully designed core loops, as well as retention, monetization, and social mechanisms will give you a great gaming experience. Let's take a closer look at how it is done.
Core Link: simple and clear, so you can't stop
The carefully designed core loop is rewarded every time a player logs in to increase the player's motivation and varying degrees of reward. The core cycle of tribal conflict consists of three different parts:
1. The collection of resources can be exchanged for holy water and gold coins.
2. Use the collection of holy water and gold coins to build barracks and train soldiers.
3. More holy water and gold coins can be obtained by waging tribal warfare and will affect your ranking.
The core cycle of tribal warfare
Retention: Novice, intermediate and elite players
The retention rate reflects how effective the player is to return to the game. For example, what is the next day retention rate for new players?
Supercell Company's Ilkka Paananen has suggested that the key indicators of supercell concern are the first day, the seventh day and the 30th day retention rate. Lasse Louhento, the supercell company, revealed that the company divided tribal warfare users into three groups: novices, middle and elite groups. Each type of player plays the game in a different way and has a different retention rate.
When you first play the game you will find that the tutorial just guides you into the game and teaches you to learn new things. What is important, but in fact some things are not used in the initial stage, so it will confuse the novice. They made improvements to the tutorial section to improve the retention of tribal warfare.
Novice stage, players need to work hard to achieve the goal to obtain money and efforts to integrate into the gaming community.
Monetization: Both are related to consumer behavioral psychology
Almost all of the tribal warfare design details are geared towards monetization (for example, regular Army training and building your tribe). You always spend more money in one place. The feasibility of monetization is based on your need to speed up the game process. The more you play, the more time you need to achieve. Or you can skip the paragraph in cash rather than continue to struggle in the game.
At the beginning of the game you will have a sufficient number of free gems. (Money in the game can be purchased in cash). In a few hours you will run out of your free gems because you spend all your gems buying gold and purple holy water (gems can buy a lot of these two soft currencies). At this point your mind has formed a reliance on gems; gold and holy water are cheap because you can buy them with gems. Now you need to buy more gems in the same "store" where you consume all the free gems. In this way, it is psychologically easy for you to accept the first time you buy gems with cash. Tribal warfare has made optimal designs for cash purchases.
The second psychological trick is when you want to find out how much money you spend on gems: The price of cash will only show up when you buy more gems. Otherwise you'll have to pay for two other soft currencies: gold and potions.
One aspect of monetization is the level of game competition; Some people are willing to spend a lot of money on the top players of the District service. One of the top players in the Tribal wars, Jorge Yao, has reported spending about 3000 dollars for six consecutive months on the top of the Tribal wars list.
These core players (whale players) can even get special care in real life. Supercell has a special event to offer free beer and snacks to paying players.
The average income per user (ARPU) is approximately 4, 60 US dollars, and the daily income is estimated to be 750,000 US dollars to 5.15 million dollars. Monetization really does make a profit.
Social aspect: Would you like to be my tribal companion?
The New York Times reported that the former top player of the tribal war, Jorge Yao, paid for the game for six consecutive months, in order to appear on top of the tribal warfare rankings. Jorge Yao became the celebrity of the virtual world and the star of social media; he was praised on Facebook 30,000 times, with about 100000 Twitter followers and his YouTube interview being watched more than 400,000 times. Is it true? How does a tribal warfare player become a social media star?
There are several social elements in tribal warfare:
First, players are often guided to create their own family and friends to play with and recruit new members to their families. Clan members help each other to send reinforcements. You can use your Apple ID or face Facebook account to challenge your friends through the gaming center. When you log in to the game center, you can contact your friends at the gaming center.
Second, the global message board and your family message board are always visible and used. You can share your information with players around the world, or you can only be visible to family members.
Third, the rankings (rank family, top players) include information about the top players, visits to their villages (imagine you can look at any village, the village of the top players – and be happy!) Check out the tribal profiles. You can search any tribe. There are two different types of tribes: only accept invitations to join or anyone can join. These are encouraging players to play in groups. Join a tribe with your allies. Remember Louhento mentions dividing all players into three categories. A class is called the elite group. This also fully explains why Jorge Yao so popular. He came from only the invited elite group, named North44. Everyone can visit his village and his personal files on the top players list.
You can also choose either single mode or multiplayer mode in the game. If you choose to play in single mode, you can also enjoy all of the above mentioned games, and the game will encourage you to join others. You can switch from single mode to multiplayer mode at any time. This is a visible encouragement attack button. The logic is smart: you pay for the game in either single or multiplayer mode. Both models add to the stickiness and addiction of the game.
Social elements were very well used in tribal warfare, with the number of active users (MAU) rising from 1 million (the first quarter of 2013) in Facebook over a year to 7.3 million (the quarter average for the second quarter of 2014). All the supercell games (including Tribal wars, cartoon farms, and the island of surprise) were added up to 29, 4 million-day active users on February 7, 2014.
Numbers don't lie, social factors, gaming experiences, core cycles, retention, and monetization are all better than they used to be. You'll find out if you try.