Chapter 197: Talking
As Long Jiao, who has been immersed in the game industry for many years, he was the vice president of Mingzhou Company before, and now he is the R&D director of Prosperous Network. Pen % fun % Pavilion www.biquge.info
Liu Kewei could easily persuade the latter two to leave the collective dormitory provided by the Holy Grail Studio and go out together to find a suitable apartment. But in front of Long Jiao, a few empty words of vernacular can play a relatively limited role.
How can a person who can get into the position of Long Jiao be swayed by a few MLM-style brainwashing remarks?
"Do you have a specific idea of how to do it?"
After patiently appreciating Liu Kewei's impromptu performance, Long Jiao pushed the glasses on the bridge of his nose and asked lightly.
Do you have a specific plan to match it? This is the focus of my attention!
If not, I'm sorry, even if you describe the future as spectacular and grandiose, it doesn't have the slightest value in my eyes, because you can't even tell you how to make it happen!
Liu Kewei is not angry, he came prepared today, and locked himself in the conference room for several hours in the morning, isn't it just for this moment?
As for the fee system and some other issues that interact with the rules of the game, he has already gone through it several times in his mind, so now it can be said that he is full of confidence.
"I do have a bit of a specific idea, and frankly, it may not be perfect, and some details may need more time to work out, but there is already a clear plan in the general direction......
"Let's talk about it!" Long Jiao spread his hand to signal Liu Kewei to continue, and after speaking, he supported his chin with his fist, and the tip of his elbow rested on the armrest of the sofa, posing a posture of patient listening.
"In my thinking, gamers can be divided into three groups: non-paying players, regular paying players, and value-added paying players......"
To put it simply, in Liu Kewei's concept, non-paying players correspond to free players in prop-based games, ordinary pay-to-play players correspond to pay-to-play players in hourly fee-based games, and value-added pay-to-play players correspond to pay-to-play games with props.
Liu Kewei believes that among these three groups, ordinary paying players belong to the mainstream, and their complete game experience must be guaranteed, which is the cornerstone of the game's popularity.
If regular paying players lose because they don't have a full gaming experience, it will cause the game to lose popularity, and value-added paying players will eventually follow.
Many successful MMORPGs have their own unique designs, such as the World of Warcraft, which Liu Kewei has indulged in for a long time, its experience gauge is color-distinguished, when the player goes offline in a safe area such as a hotel, he will get double the experience reward, and when the player goes online again, the experience value obtained by killing monsters will be doubled, until it exceeds the upper limit of the double reward obtained by going offline.
On the other hand, the amount of experience gained by the player will decay after a certain level of continuous online experience, and the efficiency of experience gain will be halved as opposed to double the experience bonus.
The fundamental purpose of this is to ensure that the gap between the average paying user who has been online for a limited amount of time and the small number of gamers who have been online for a long time (also known as professional gamers, or as the Japanese gaming industry is accustomed to calling "wasters" - i.e., people who do nothing but play games) can be kept within an acceptable limit.
Liu Kewei's design is a little more radical than the idea of World of Warcraft.
He completely separates the experience gauge. All the experience gained by players during the game will enter the experience slot, and the experience points that players can extract from this experience slot every day will be linked to their own level.
For example, a regular player can earn 100,000 XP for 4 hours online, and a professional player can earn 300,000 XP for 12 hours - and then you can convert that into level-up XP today, which is also 100,000 XP.
Excess XP points can only be stored in the experience slot and used the next day - this ensures that players with different online periods of time can have a more synchronized growth rate.
As for the charging points for value-added paying players, where are the charging points?
The first is some common features that have little or no impact on the balance of the game. For example, display fashion, and the exchange of in-game currency.
What is more special is that Liu Kewei proposed a special punch-in system, which can also be called a daily check-in system.
When a player doesn't go online one day because of something, this system allows players to spend money to make up for the loss - for example, you didn't have time to play yesterday when you worked overtime, missed the 100,000 XP points that you could get from yesterday's level up? It doesn't matter, if you have enough XP in the experience slot, you can make up for the level you were able to raise yesterday by spending a little money, and if you don't have enough XP in the experience slot, you can make up for the loss of 100,000 XP points.
However, no matter how much you spend, all you can get is targeted compensation, which is a fundamental principle.
We can ensure that value-added paying players will not be unable to keep up with the growth rate of ordinary paying players due to the lack of online time.
If you want to rely on endlessly throwing money to get the so-called "people block killing, Buddha blocking and killing Buddha" anti-heaven effect, then sorry, our game does not provide similar services.
Because this "everything with money" approach is the biggest killer for the balanced environment of the game.
This mechanism is simple and simple, but if you really want to implement it, it is actually extremely complicated.
First of all, the hardest thing to determine is how much experience a player can level up each day?
If this experience value is set small, it will make most players feel that they can't play "to the fullest" every day, and if it is set too large, then there is no guarantee of the synchronous growth rate between ordinary players and professional players.
The most logical scenario is to determine the range of experience points that players can earn in four hours of online time per game day, provided that they are familiar with the game mechanics and the servers are functioning properly. This involves extensive playtesting and tedious fine-tuning of numerical planning.
"I am actually in charge of the numerical planning part myself, and I have the confidence and determination to get it right. Liu Kewei said confidently.
Not only that, in Liu Kewei's planning, the distinction between non-paying players, ordinary paying players and value-added paying players is not fixed, and will gradually change as the game progresses.
For non-paying players, there is no essential difference between the game experience and the latter two players, what is the actual difference between them? Some convenient features are free for paying players, while free players need to consume some game currency when they need to use these functions.
For example, cross-scenario teleportation, such as the storage function of the warehouse, it doesn't matter how the paying player wants to use it, the free player has to spend money every time he uses it - of course, this money is not real money, but virtual currency produced in the game.
When the player's level is relatively low, the in-game currency generated under normal gaming conditions is enough for those who do not pay to use these features - that is, they can also enjoy these convenient experiences, but the cost is basically negligible. However, as the player's level increases, the consumption of this part will increase exponentially, and if you want to continue to enjoy similar conveniences, you must spend a lot of time and energy to engage in some relatively boring activities in the game to earn the corresponding game currency - such as mining, production, transportation, etc.
In the long run, unless there are really players who can't afford to pay and have a lot of perseverance to persevere, most non-paying players will choose to either become paying players or lose them.
The barrier to entry for the average payer is low, and it remains at the same level as the mainstream cost of hourly games. And the balance of the game can be guaranteed to a certain extent, if you can't stand this kind of game environment, even if this kind of player loss is not a pity, but will reduce the burden on the server.
On the issue of the charging model, Liu Kewei talked endlessly for nearly two hours.
Although Liu Kewei has actually considered the whole idea occasionally in the past two years, there is a general vague idea, but the time to really summarize it as a whole is only a few hours in the morning, and there must be a lot of omissions in the details.
But in any case, Liu Kewei spent a lot of thought on this general idea, and it was not the so-called "inspiration" that was obtained out of thin air in a moment and a half.
This can be seen by Long Jiao, who has rich experience in the game industry.
Whether this solution will succeed or not is not practiced in the game, and no one can make a judgment until it is tested by the player. But at least from a logical point of view, it is a self-consistent whole, and there are no bugs such as paradoxes and contradictions.
From the point of view of expression, this charging scheme adopts a set of mechanisms that are free to play games and provide value-added services, but the overall idea is closer to the hourly charging system.
"Liu Production, you write a written plan for this idea to me as soon as possible, and I also need a little time to consider the relevant issues. ”
Long Jiao, who was standing in his old age, was naturally not an impulsive and reckless person, and after muttering for a long time, he nodded and said to Liu Kewei.
"Okay, no problem. Liu Kewei smiled and agreed, he didn't expect these words alone to be able to say that Long Jiao would change his course and support him, only then did he remember another thing, took out a few printouts from his travel bag and handed them to Long Jiao.
"What is this?" asked Long Jiao, a little puzzled.
"The official reply from S.M. was an introduction to various cooperation models and endorsements. However, judging from Naxon's previous cooperation experience, the price seems to be a bit high...... "Liu Kewei smiled embarrassedly, "It's okay if it's not suitable, if you choose someone else in China to cover that song, we don't have an opinion." ”
Of course, what Liu Kewei took out at the moment could not be the original Korean fax from S.M., which had already been translated into Chinese by Ruoying and others.
Long Jiao took the printout and glanced at it casually, but he didn't think the numbers on it were so shocking...... After all, the domestic market and the experience of Naxon's side are two different things.
"It's okay, it's not that high, in the past, games like "Journey", looking for domestic fast male singers to promote endorsements, the price may not be much cheaper......"
The title of p.s. alludes to the idiom "dumping the cover as before", to the effect that two people who are traveling meet by chance, stop the car and talk for a while, because the conversation is speculative, and they are soon as familiar as old friends. Tilt cover is a description of the appearance of the umbrella cover of two cars leaning against each other when parking.