Chapter 344 Is Just Not Fun
After thinking about it, Lin Chaoxu decided that he could not change.
In the game industry, the first lesson every game designer learns is not to change their design thinking because of the dissatisfaction of some players.
(Of course, this can also be applied to all creative activities.)
Because for most games, players who don't like to play do complain, which is normal, but there are many more players who are playing well, and they don't complain.
A "survivor bias" occurs when only complaining players are noticed. Making changes to the game based on this will not only destroy the design ideas and game features that have continued, but also dissatisfied those players who have no opinions, but will cause greater losses.
Lin Chaoxu is naturally well versed in this. From the current point of view, "Ancient Catastrophe" is far from the situation where a strong man needs to break his wrist, and it still maintains growth, but the growth rate has slowed down.
Moreover, taking care of the feelings of high-end players is contrary to the research and development idea of "The Ancient Cataclysm". It was originally a game to harvest low-end players, and high-end players can't do it if they don't like to play.
What's more, "The Ancient Cataclysm" is highly praised because it is different from "League of Legends". If it is changed according to "League of Legends", where is the core competitiveness?
After thinking about it for a long time, Lin Chaoxu said: "For now, we will not change the gameplay, but add a few more operational activities. Let's start by pulling up the data and popularity. In addition, continue to pay attention to this matter and report to me at any time if there is any situation."
Jin Jieguang nodded, Lin Zhaoxu's thoughts coincided with his, and this was indeed the safest way to do it.
...
At the end of June, the data of "Ancient Cataclysm" suddenly began to fall off a cliff.
This happened very suddenly. Within a dozen days, the daily active users of "Ancient Cataclysm" and the player's game time and other data began to plummet, and even the players in the game clearly felt this. kind of loss.
On the official forum of "The Ancient Cataclysm", many players are posting and discussing.
"Why do you feel that there are fewer people playing recently? The matchmaking was very fast in the past, but now it sometimes takes one minute to line up, and it will also be ranked to the masters whose combat power is significantly higher than the average level."
"I also feel that there seem to be fewer and fewer people online in the friend list. Several good engine oils that have been hacked before have not been online for several days."
"Me too, my friend went online 5 days ago."
"Our "Ancient Cataclysm" player group hasn't discussed the game much recently. There are a lot of discussions about mobile games and "League of Legends"."
"Is it because it is still in testing and has not been officially launched yet? It should be popular when it is officially launched. The quality of this game is so good, Emperor Chao hastened to promote it, it can't be delayed any longer!"
"Yeah, I think it's because it's not officially launched, right?"
"This game is so fun, why don't you like to play it? Everyone, go and bring in some new ones, it's such a good game to get started with!"
"Don't make a fuss, okay? The fluctuation of the number of players is a normal thing. How can there be fewer players in the game of the Emperor Dynasty? When the launch is launched, it will definitely become popular!"
...
In fact, what the players don't know is that the designers of "Ancient Cataclysm" and Jin Jieguang are much more panicked than the players, because the players can't see the background data, but they can see it clearly.
Such a sharp drop in activity can no longer be ignored, which has endangered the life of the game "Ancient Cataclysm".
If there is no guarantee that these old players will stay in the game, it is useless to promote and attract new users.
The algorithm and results of a valve entering water and a valve draining water have been known since elementary school.
Everyone is wondering, what is going on here?
Wasn't it good when the beta was first started? The player retention rate is also good, and the satisfaction rate is also good, which well meets the needs of low-end players, and also differentiates it from "League of Legends".
Everyone is obviously satisfied, right?
In just one month,
Even the closed beta is not over yet, do you feel like it's going to get cold?
This kind of cliff-like falling speed has never occurred in so many games operated by Di Dynasty Interactive Entertainment, unless there is some serious operational accident.
However, at present, "The Cataclysm of the Ancients" is still in the testing stage, and it does not dare to open too many operational activities, let alone operational accidents.
In the end what happened?
Emperor Dynasty Interactive Entertainment distributed a large number of questionnaires to players in the abandoned pit, and the answer that received the most was: This game is good everywhere, but it is not fun.
Jin Jieguang was dumbfounded, what is the problem of "not fun"?
The scope of this problem is too broad to be located at all!
The designers and operators of "The Ancient Cataclysm" are also racking their brains to do activities, change the gameplay, and get the game back on track, but to no avail.
The popularity of "Ancient Cataclysm" is still getting colder day by day.
...
"Everything is good, it's just not fun."
This sentence should be the greatest insult to a designer.
Because the implicit meaning of this sentence is that the picture, quality and feel of this game are all right, but the gameplay is not good.
The problem with "The Ancient Cataclysm" is here. The key to not being fun is that there are problems with its gameplay.
Of course, strictly speaking, Jin Jieguang and Di Chao were pitted by Chen Mo, but the pit was not obvious, and it didn't look like a pit at all, so Jin Jieguang stepped in without hesitation.
When "The Cataclysm of the Ancients" first started testing, the feedback from players was very good. By reducing the difficulty of getting started and clarifying the game goals, this game really took care of the feelings of novice players, making it a certain success in the early stage of its launch. .
But the bottom line is that a novice player won't always be a novice player.
When the first novice players grow into veteran players, this game mode is a blatant dissuasion.
Therefore, there needs to be a delicate balance between the three player groups, novice, veteran, and expert. COG pays too much attention to the experience of the master, while "The Ancient Cataclysm" pays too much attention to the experience of the novice, and they both cause an imbalance.
In contrast, COG pays too much attention to the experience of masters, but it is better. It is nothing more than turning the game into a hard-core niche game, and it is no problem to survive safely.
However, "Ancient Cataclysm" pays too much attention to the novice experience, resulting in the loss of hardcore players, which is very fatal. Because it is hard-core players who really prop up a game, and novices are all dependent.
Novices gradually become hardcore players, and hardcore players accelerate the loss, and newbies will slowly stop entering the game.
When a novice grows into a hardcore player, he looks back at the gameplay settings of "The Cataclysm" that once appealed to him, and they all become disgusting things.