Why does the Japanese hand tour not succeed in China?

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

Speaking of the Chinese market in the Japanese hand tour, we can not be reminded of "the spread of millions of King Arthur" Love live! Learn garden idol offerings "Chain Wars" "Monster Marbles" and so on these have been the domestic manufacturers agents and successfully shelves of hand tour works. Although the games are popular in Japan, with good word-of-mouth and market performance, their localization in the Chinese market seems less successful. In the recent "Japanese games," The issue of "migration", we talked about many Japanese hand-tour players have abandoned the national service, to the day of the phenomenon, and the Japanese hand-travel localization did not do enough, obviously is one of the reasons for this phenomenon.

Some people are aware of the question: "Although the user characteristics of the two countries, user habits are quite large, but can see these differences, the idea of clear planning I think there is, why have never seen a successful localization of the case?" "We have reprinted the answers of Old stupid Siva, hoping to give players and practitioners some ideas."

This article is aware of "why not a Japanese hand tour in the Chinese market success?" "The answer to this question, touch music and the answer to the author contact to obtain authorization, after the editorial processing reproduced.

My Japanese hand play is not much, mainly "Wisdom Dragon Fan City" (play to 87, recharge 1700+) and "Monster Pinball" (Play to 50, recharge 1000+), to talk about my point of view.

In my opinion, the Japanese-style hand tour pattern has been staying on the basis of gacha+x for several years, their core charge point is Gacha. And compared to the introduction of the domestic version, the price is more favorable, the shipment rate is high, with the pace of activities to carry out consumption, cost-effective is very high.

This is not appropriate in the Chinese market for the following reasons:

1. China's hand tour market is the channel of the King.

For the channel, which product data is good to push which section, and the Japanese game this kind of operation method, copy over the words is simply dig a grave. Therefore, the same goods, the same activities, the domestic version must be more expensive than the day, the drop rate is lower;

2. The common problem of Japanese-style games-experience-type pets do not have absolute strength.

If only the price is expensive, also forget, the key is the Japanese game has a common problem-it sells Gacha pet/activity pet, basically can only be regarded as experience type pet (carry some ordinary free player to experience the limited skill of pet), do not have absolute strength. Hundreds of different pets, nothing more than the combination of different skills, plus the "gorgeous" shape to meet the needs of the collection of users (the Japanese users are basically a collection of addiction);

3. Unsustainable growth experience.

Single pet relatively easy to full, the game into the middle (about 15 days), the player's strength began to enter the bottleneck period, this state will be maintained for a long time long. Although 6 star Pet also up to hundreds, but if they according to absolute strength to batch times, probably can only be divided 3~4 batch. And because of the limit of the number of pets in the relationship, as long as the full of the first part of the full level of 6-star pet whether the player has 10 or 100, the overall strength of the player is almost no promotion.

Even with such a multipolar pet, there are only four battles to fight

So if we make the Grow-out line long, is the problem solved?

The answer is no. Pay structure and growth experience in the design is complementary, simply lengthen the growth line, do not adjust the pet production mode, will become "I have 90 6 star pet, but practiced 3 months of the main pet is not full level, do not know how to plan to give me so many 6-star pet, why do I have to continue to pay to smoke pet" ...

So here are some new questions:

4. Pet release speed (process experience).

In the Chinese game, planning will experience the process of control well, 1 days to play what pets, 3 days can play what pets, 7 days can play what pets, 30 days can play what pets ... But the Japanese game is not the same, in addition to such activities, other content within 3 days have experienced, 15 days or so, even the strength of the increase has entered the bottleneck period.

5. Why do players keep Gacha?

The Japanese players pay, I call the Thanksgiving pay-"You again to do the activities ah?" Ah, yes, I have fun, activity pet I also got, you work hard, this is for your money, take good. "But this is unlikely to happen at home," he said. So why do domestic players keep Gacha? We all know gacha input-output ratio is the lowest, the later the lower, then, how to do?

To "The Three Kingdoms to" "Big Head" led by the first generation of hand tour, surplus generals will be automatically decomposed into the soul, used to upgrade technology and what kind of, become a public buff.

With "My name Mt" led by the second generation of hand tour, generals were fragmented, lower-order generals can be directly extracted, the middle of the generals only to use debris synthesis, higher-order generals even in the evolution of the time to eat other medium generals as material, and thus step-by-step to expand the player's demand for rare generals.

To the third generation of hand Tour "sword Tower Legend", not only the generals were fragmented, and the most Acura generals will not be out in the card bag. You have to reach a high VIP level before you can buy another special card bag (the Soul box), from which the best generals of the fragments, and every once in a while will launch a new hero to maintain the user's gacha needs.

In simple terms, the domestic game has done a variety of methods to maintain the value of Gacha, so that gacha from the start behavior extended to a resource purchase behavior, and through a variety of pseudo-random, to ensure that players can buy after the money they want (note, not designated generals.) Only the top 1 generals will be made in pseudo random order to ensure that the player is sure to be able to get a lot of money, such as the Ghost box hero of the legend of the turret.

The above, I think is the cause of Japanese-style hand tour can not be successful in the Chinese market the root cause. But in addition, in fact, there are many Japanese games against Chinese players to use the habit or is expected to set, such as:

Significant impact on the start of the package experience of the cost limit. I smoked a 6 star God will, the system prompts said "the cost limit is insufficient, cannot play". I want to use them, I have to practice a Class 3, 40, you say angry not annoyed?

No restrictions on the card scheme. I thought all xxx generals very cow, but hit to a certain level when only found that the generals were seriously grams of death, I all of the resources are cast in this batch of XXX generals, if the transition, it is necessary to pay a huge price, still less than lost.

For all kinds of play modules, the optimal solution of the card-matching scheme is not clear enough. What is the result? Tyrants minutes will find that the pay is not playing Dick Silk, the game is too difficult to play. And most of the Japanese-style games, whether it is the core play, or on-duty game settings, will allow players to play online for a long time, and basically there is no similar "sweep" of the setting, so that the player plays to later very tired.

Access to core resources is not limited by the number of participants. The player's process experience is entirely in their own hands, only by limiting the action force. Suppose two players spend the same amount of money online every day, but "spending money" is more likely to be a faster game than a "no money" player.

No pseudo random. This is purely speculative, untested, after all, I spend not much money on Gacha.

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