Chapter 828: Special Psychology

Building a game ecosystem is a difficult task, mainly in terms of social networking and trading.

The social aspect is mainly due to the player's lack of patience and sincerity, while most games are social for the sake of socializing, encouraging players to make friends with mentors and introducing some benefits such as experience bonuses from mentors and apprentices.

Players go to apprenticeship and make friends for the sake of benefits, and they are naturally not sincere with each other.

"We believe that the main reason why game social networking is not good is that the player's information is not real. Although the game is virtual, it is better for players to invest emotionally with each other and have some real information. We consider that if a player logs in with Weibo, he can directly use the Weibo name, or modify it and display the Weibo profile. Mainly the player's real location, the recent nearby friends seem to be very popular, everyone likes to chat with people nearby, maybe reference to the game. Zhou Guangyue said.

"Quoting Weibo identity information in the virtual world, I myself have played the game, and I seem to be a little disgusted. Hang Yu said.

"As long as the game is fun, that bit of disgust can be overcome, and the game data is completely virtual, and it feels fake to play it yourself. If everyone's game profile was a little more realistic, I think the social experience would definitely be better. Zhou Guangyue said.

"Not necessarily, if you don't do it, you'll be played. Hang Yu said.

"Now many game friends will add Weibo accounts and use Weibo voice chat, which is enough to play. From the perspective of the process of game socialization, most players do want to build a completely virtual social network at the beginning, but as the communication deepens, they often want to develop into reality. We can set the requirements for the display according to the social timeline, and the friendship between friends and mentors is not up to standard, and only virtual profiles can be seen, so there is no need to worry. Zhou Guangyue said.

"It seems that you have thought it through, so do what you designed. Hang Yu said.

Hang Yu didn't think about social issues at all, and he didn't pay much attention to it, Zhou Guangyue said it so reasonably, Hang Yu didn't bother to care.

However, he still attaches great importance to the game industry and the game "Zombie Invasion".

Cross-server now brings more than 37 billion profits to the company a year, not to mention that Hang Yu likes to play games, even if he doesn't like it, he has to like it.

With the pearl of "Valkyrie" in front, "Zombie Invasion" invests more than twice the time and more than three times the money of Valkyrie, and if the results are not good, it will inevitably cause a blow to the company.

This kind of blow is mainly psychological, high-level decision-making, R&D team, it is estimated that there will be a "fear" psychology. So when developing the next game, it's easy to fall into a situation where you are overly cautious and dare not innovate.

And now, because of the success of Martial God, Zhou Guangyue's R&D department is still very confident, so it is innovating in all aspects.

Hang Yu encourages them to innovate, because cross-server companies need to show their creativity and ability in self-developed games, so as to be recognized by players and strive to achieve both word-of-mouth and profit.

"The key to building a game ecosystem is transaction, and the dilemma that most games are facing at present is the difficulty of trading. The transaction is too convenient, and it is easy to take away valuable things by stolen numbers, and the transaction is too difficult, which will cause the ecology to be unsmooth. Account theft, wall hanging, and bugs are the three major black hands of the game ecology, and even we can't completely avoid it. Zhou Guangyue said.

"This is the time to test the technology, and you should invest more in technology and increase cooperation with technology companies. Hang Yu said.

Many of the games themselves are very good, and they are smash hits, but they are stolen, hang-up, and the loopholes are disabled.

Among them, loopholes are a big harm, especially in games dedicated to building an ecology, once there are loopholes, they are used to brush materials and money, which affects the interests of most players, and the game will be cool immediately.

Although the cross-server company has strong technical strength, it is not without game bugs that it is a little understaffed to operate so many games at the same time. It's just that most of the games that operate across servers have no ecology at all, and all the vulnerabilities that appear have little impact.

If "Zombie Invasion" is to be committed to ecological creation, it must pay special attention to this aspect.

"I finally understand why other game companies don't pay much attention to long-term interests, and you are so committed to building social and ecological environments, but they make games more sensitive and fragile, and even I don't think it's worth it. Hang Yu said.

The main purpose of building a game ecosystem is, of course, to increase the life of the game, but because of this, the game is fragile, and it is easy to shorten the lifespan.

There was a thankless feeling.

"If we want to build the reputation of our own games, we naturally have to put more effort into it. Zhou Guangyue is very keen on this.

Hang Yu nodded slightly, although it didn't seem to be worth it, but Zhou Guangyue was willing to work hard for this, so he naturally wouldn't object.

Anyway, the agent game is so good, and the self-developed game is not afraid of problems.

Later, Zhou Guangyue introduced a lot of new ideas for game design to Hang Yu, which were discovered after the trial. The psychology of players is often different from what we think, and if the game is designed according to the subjective consciousness, it is easy to go wrong.

For example, many people think that game design should be more free and realistic.

But it turns out that this is not the case, the game is a game after all, and the player is here to play, not to experience life. If the player is made to feel the cruelty of life, then the player will make the company feel the cruelty of reality.

Many Korean games have gone off the beaten path, or foreign players don't play the same way as domestic players, and they like to be realistic.

This is both an advantage and a disadvantage, and it seems that the values of foreign players are better for the game alone. But from a practical point of view, in fact, the values of domestic players are better.

"Since the game ecology at home and abroad is different, how can we integrate our game exports?" Hang Yu asked.

The goal of the cross-server company is not only to dominate the country, but also to export self-developed games.

For example, the martial god has been exported to more than 20 countries, because of its difficulty and high configuration requirements, it is more popular in developed countries.

However, there are still more domestic players, which means that foreign players are not very receptive to our gameplay.

"This should be divided into Eastern and Western countries, and from our observation, Asian countries have similar gameplay, and it is relatively easy to synthesize. Mainly Western players, who value the realism of the graphics rather than the gameplay and skill. Zhou Guangyue said.

The gameplay of CF is actually very good, but because the graphics are not realistic enough, it is not popular in the West.

On the other hand, the war games developed by some Western countries, although the picture is very realistic, but because they are too real, they are not popular in China.