Chapter 1041 MMORPG

Hearing Lin Jiayi's words, Yang Chen also nodded in agreement.

VR games are not suitable for RTS mode, or more traditional RTS mode.

Because if you want to develop RTS games on the VR platform, you have to make a change.

That's a lot of cutting down on cumbersome operations, simplifying operations, and strengthening the strategy for targeting.

This is one of the things that most RTS games are doing right now.

Some players even openly said that the RTS of the VR platform is more like a variant of the card battle game.

For example, the two-line operation, or even the three-line operation in RTS such as "Warcraft", and the wonderful micro-operation of cross siege, are basically difficult to see in new types of RTS games.

"It's not an RTS-type game, it's an MMORPG." Yang Chen looked at Lin Jiayi and said.

MMORPG?

Hearing Yang Chen's words, Lin Jiayi's eyes couldn't help but widen.

The conventional translation of MMORPG is massively multiplayer online role-playing games.

Of course, more players directly refer to MMORPGs as online games.

This habit of directly summarizing a major category of a game with the type of a game.

Mainly due to the popularity of MMORGP.

In the early days of online games, it was basically the world of MMORGP games.

One classic game after another has created countless glories.

Of course, that's in the past.

Today's MMORPGs, at least on PC, are basically getting worse and worse.

At its peak, MMORPG games could be said to have hundreds of titles a year.

It can be seen how popular this type of game was at that time.

But nowadays, don't say hundreds of them a year, and there may not be ten.

The existing MMORPG games, that is, some big IPs that have had glory in the past can be supported, but they will inevitably fall into the situation of merging servers and regions.

Why is it so miserable?

On the one hand, it is because of the diversification of games, such as FPS, MOBA and other competitive games to seize the market, and on the other hand, it is also because more and more high-quality games have appeared.

As for the so-called lack of player time and bias towards fragmentation, this is what many game companies recognize.

But Yang Chen's words felt that they were still biased.

This is true for some gamers, who prefer games that can handle the fragments of their lives.

As a result, web games first came into being, and then with the development of mobile games, they replaced the status of web games.

From a certain point of view, mobile games and web games are actually products of the same category.

And what about MMORPGs?

Do players from 10 years ago have a little more time than players from 10 years later?

You must know that even mobile games, there are actually quite a few hardcore mobile games, which require players to spend hours a day in the game.

If mobile game players are all about dealing with time for shards, then this kind of game will not succeed at all.

But there are still games in this category that succeed because there are real players who need them.

If there's a game that is worth it and appeals to them, they're going to invest a lot of time.

The same is true for MMORPG games.

The main reason why game manufacturers have less and less time to feel that players are having less and less time than players ten years ago.

That is, the players of this game have never changed.

Players in this game are from 20 to 30 years old, and there is no new blood coming in between.

Loyal fans, this sounds like a romantic thing, and even many players think it's a game's charm.

But for the game itself, the injection of players without fresh blood is actually doomed to destruction.

MMORPGs are declining, not because players have less time.

However, in today's fierce competition in the game genre, most of the quality of MMORPGs itself cannot attract other players.

MMORPGs have evolved with the times, and it is no longer enough for them to spend their time in them.

Of course, there is another reason for the decline of MMORPG games.

That is not to make money.

From the beginning, most MMORPG games basically used a point-in-time card system, but this situation involves a very fundamental point.

When the cost of the game is not so large, the point card charging system only needs tens of thousands, or even hundreds of thousands of players, to make game manufacturers make a lot of money.

However, with the development of the times, the cost of a game is getting higher and higher, and the price of the point-in-time card has not increased much, in this case, if you want to increase your income, you can only have more players.

But what if the market for the whole game is so big?

So prop charges came out.

Harvesting the money of local tyrant players, such as equipment enhancement system, is not the first creation of MMORPG, but it has gradually evolved into players who feel that this must be a kryptonite game when they hear that there is equipment enhancement in a game, relying on this so-called prop fee.

The cost of thousands of players is transferred to the head player, and of course, the cost is moved, and the ordinary player will naturally become the fun of the head player.

The result is a chain of crumbling loops in which players only gradually decrease, rather than showing an increasing pattern.

It can be said that the MMORPG with prop fees has basically gone in an extreme direction, that is, you only need to keep the head player, as for the other players, as long as the head player does not leave, then it doesn't matter if you run out.

So most games fall into an endless loop.

As a game developer, Lin Jiayi naturally knows this, and even when he was in NetDragon, he also participated in the development of some similar games.

After all, NetDragon is also a major online game manufacturer.

It can be said that the problem of MMORPG fees has always been a difficult way to solve.

The charging of buff props is not beneficial to Nebula Games, and Lin Jiayi also believes that Yang Chen will never use this method to destroy the reputation of Nebula Games.

It can be a certain game that has encountered Waterloo, but it will definitely not ruin the reputation of the game operation.

Fashion charges, like games like League of Legends and PUBG?

For MMORPGs, it's actually not very suitable.

Because the player's motivation to buy is too weak.

For example, in "PlayerUnknown's Battlegrounds", a variety of guns, vehicles, and various clothes are all corresponding purchase motivations.

Not to mention League of Legends, a variety of heroes is the driving force for players to spend.

As an MMORPG, the equipment and mounts in the game are themselves part of the content that brings players achievements, and even gameplay.

At the same time, as an MMORPG game that is destined to continue to operate, unless a new fashion comes out every once in a while, it will still be tight in terms of profitability.

As for the buyout fee, not to mention, as an MMORPG, its long-term operation depends on constantly introducing new content, such as stories and expansions.

After the buyout fee, how to solve this part of the content?

Free all the time?

Then the longer the game is operated, the more it loses, not to mention the server problem, the cost of the follow-up content development alone is extremely high.

If the DLC is charged, it will definitely be a big problem as a multiplayer online game, especially if it involves market transactions.

Therefore, only the charging system of the time-point card is the best way.

And if an MMORPG can continue to operate, in fact, point card charging can be said to be quite profitable.

But only if there are enough players and that they're willing to spend a lot of time in the game.

It's about the content of the game itself.

And Yang Chen chose to charge for the time point card.