Chapter 138: Some Unspoken Rules in the Web Game Industry
However, players can often only see the appearance, and for those in the game industry, the situation is not so simple.
If nothing else, let's just say that the launch time of these three games is not long after the launch of "Warcraft" and "Warcraft 2"; And not long after these three games were launched, their own game "Spore" was also launched.
Under the attack of a number of phenomenal games, it is unbelievable to have such results.
During this time, the vast majority of game companies did not dare to release new games, except for a few games that had originally set a release date, both at home and abroad, they tacitly moved the game release time from this time period, and looking at the menacing posture of "Warcraft" and "Spore", I am afraid that the popularity will not subside until around New Year's Day.
The fact that three browser games were able to be launched at this time has already surprised many people. And according to the general tradition, most of the web games are not published by anyone to publish the game data, compared with the traditional terminal game, the data of the web game will be ugly, and players will have some distrust after seeing the data, resulting in further loss of players.
Web games often look thriving, but in reality, both the number of players and the revenue figures are mediocre. There are a lot of unspoken rules in web games, such as internal charging, such as various behaviors that induce players to consume, which are very common, and even some players know these unspoken rules.
The so-called internal recharge means that the recharge channels of page games are often their own. Some insiders will register accounts in the game, but how do company insiders play the game? If you want to play well, a small number of people will definitely recharge, but more people use recharge codes or internal applications to issue virtual assets, and it is possible to rush tens of thousands or even hundreds of thousands of dollars on their own accounts.
These "internal players" have easy money to come by, and they are naturally very comfortable to spend. Most web games encourage PK, and some malicious PK is not prohibited.
When local tyrant players are beaten, they often solve the contradiction by recharging themselves, but by recharging to make themselves stronger, beat others backhanded, and kill others several times to solve the conflict. After understanding this psychology, the "internal player" will simulate, I beat the local tyrant, and then the local tyrant counter-killed him to make him feel good; Then I simulated recharging tens of thousands of dollars, got the equipment up, and went up to the local tyrant in a few seconds;
The local tyrant continued to be unhappy, and recharged tens of thousands, the value was higher than that of the "internal players", and then went to revenge.
This kind of drama often appears in page games, and when the local tyrant player wakes up and feels that something is wrong, it is already less than 100,000 RMB. This is the consistent routine of many page games, after understanding the psychology of local tyrants, many page game companies have made a lot of money.
However, the three page games under the Blue Star Studio obviously did not take this path. There are platforms that specialize in analyzing web game data, and game companies of all sizes will pay attention to it. Some people are more concerned about the work of Blue Star, and some companies are very concerned, such as Wang Juncai and Guo Yu, so they will pay special attention to their three web games.
Some of the data that has been obtained shows that their player stats are relatively stable, and they are stable and rising; And the recharge of the game is not piled up by the number of big R's that account for only a few tenths of a percent, but by the recharge of civilian players who account for the vast majority of them.
When this data comes out, it's surprising.
Web games are often considered to be a form of game that comes to money, and their operation cycle is very short, and the life of the game is naturally very short. How to maximize revenue in just a few months of life cycle is something that practitioners will study. When a situation proves to work, everyone will stick to the old ways and continue to develop according to the pattern. The innovation is nothing more than how to maximize the benefits of this model.
Therefore, when everyone finds that by prying the money bags of local tyrants, they can quickly return to their costs and make profits, this model is almost considered to be effective and the only way.
After all, the development cycle of web games is also very short, and it can often be completed in half a year. Their systems don't have to be so complete, as long as they make the player feel good, the values may need to be carefully studied, and the rest is more about skinning and operation.
Few people think about how to operate web games for a long time.
Liu Neng's three games give practitioners a sense of trance, even if it is a page game, it seems that it can also be operated in the long run, rather than squeezing all the residual value of players in one step.
For a while, everyone was a little dizzy. Some small companies can't find a clue, I don't know whether to continue to do MMO terminal games at this time, or learn from Bluestar Studio, and do a few page games to test the waters? After all, the cost of trial and error in web games is much lower, and making a large-scale terminal game can't be done without a year or two.
As for those large game companies, such as Feiliu Creative Entertainment, such as Tengfei Games established by Tengfei Company, and Thunder Games, they are adults, they don't make choices, they all want them.
…………
Recently, Peng Shuang has been very distressed, and he has been stared at by his master Zhang Yueyang all the time, allowing himself to transform from a copywriting planner to a systematic planner, and the process is actually not particularly difficult. But Zhang Yueyang's requirements are relatively high, which is very uncomfortable, and he feels that he can't do anything well, and he can't meet his requirements.
The point is, what he likes to do is not what he does now.
Admittedly, the gaming industry is what he loves. He has a better understanding of the work of system planning, which is also what he should do, after all, if you want to do a good plot planning, you need to know more than just writing a plot.
The domestic game industry has never attached importance to the work of plot copywriting, believing that their work is often more cunning, and it is impossible for anyone to do it.
However, this is not the case. Peng Shuang understands copywriting, plots, and world views very well. He earnestly learns the system, understands what the program does, and understands how a plan is written and implemented from the initial idea to the formation of the plan, but all of this is to make himself a better plot in the future.
The plot is definitely not something that ends when some text stories are written, and there is a lot of knowledge involved in all aspects.
For example, visual communication, how to make players impressed by the game's story, is it CG or pictures? Words convey a lot of information, but they are the least friendly to the player; Music can convey emotions, and voice acting can convey NPC personalities, all of which need to be understood by a plot planner.
But now these things that he wants to study thoroughly are still on hold, and he has to be forced by his teacher Zhang Yueyang to revise the plan over and over again. In the past half a year, he has done all these things, how can he make people happy?