Chapter 57 The Secret to Profiting Card Games
Are domestic card games any good?
This is a matter of opinion, and different players have different tastes.
Many people criticize card games for shoddy production, monotonous gameplay, and repetitive content. Indeed, this is true.
But it just makes money.
If you can make money, it means that the player recognizes it.
Why do players agree? Because players find it fun.
This is a very strange phenomenon. Players pay for it while scolding it.
Why do card games make money? Where is the fun in it?
This is a relatively vague proposition. If Chen Mo were to write a thesis that specifically explained the core of the card game, it would be estimated that he could write tens of thousands of words.
In short, the fun of domestic card games mainly comes from three aspects.
The first is the fun of collecting and developing cards.
This is based on the player's recognition of the card role.
Once a mobile game company made a first-generation card with the theme of "One Piece" (completely flipped "My Name is MT"), a local tyrant entered the game without saying anything and rushed for thousands of dollars, just to draw an eagle Eye Mihawk.
There is also an unknown Three Kingdoms card game, which is still in the testing stage. A certain local tyrant entered the game without saying anything and rushed to 5,000, just to draw a Zhuge Liang.
In the end, the game company worked overtime urgently and made Zhuge Liang.
For example, in "My Name is MT", many players brush dungeons every day as if they were doing daily routines, save purple card fragments, or spend a lot of money in ten consecutive draws, all in order to draw the cards they want.
The game designer will also deliberately adjust the card skills and combat power to the level that matches the plot (or fine-tune it according to the character's popularity), all of which are to cultivate players' identification with the card characters.
Only by establishing this sense of identity, this card will become valuable, and players will pay for it.
Once the value system of this kind of card is established, it means that there is a difference between different cards, and the player's desire to collect and cultivate will be satisfied, and he will feel that the money is worth it.
Therefore, the key to the profitability of card games is to establish a card value system that can be recognized by players, just like collecting stamps, constantly selling new cards to players.
After the player gets the card they want, in order to make the card stronger, they will continue to charge money to upgrade it, upgrade stars, upgrade skills, etc. Every time the card is upgraded, the player can feel the growth, making him feel that the money is not wasted.
This is also a manifestation of the "numerical stimulus" mentioned before.
This is the core fun of all cards. It is a very mature and reusable mode, which is why card games in previous lives are so proliferating.
The second is the fun of exploring the lineup and formulating combat strategies independently.
The combat system of card games may seem monotonous, but it is actually quite rich. In "My Name is MT", each card has three abilities: normal attack, skill attack and passive. In terms of character design, the combat system of World of Warcraft is used as the blueprint, and the skills of each character are also different.
The same range damage skills, there are blizzard type (full screen attack), whirlwind type (three units in the front row horizontally), chain lightning type (three random units), penetrating shooting type (two units in vertical row), etc. .
Skill damage is divided into spell, physical, and the difference between single and group.
Treatment skills are the same, there are single milk, there are group milk.
In addition, there are various combat abilities such as damage reduction, rebirth, continuous damage, etc. Basically, all kinds of skills that can be thought of, there are ways to force them into the combat system of the card.
Coupled with complex factors such as card positions, order of shots, attribute restraint, captain skills, etc., the playability of the combat system of card games is greatly improved.
certainly,
This combat system can't be compared with the end game at all, but for mobile game players, it is enough.
This combat system can perfectly cover most of the worldviews, such as anime such as pirates, Naruto, or martial arts novels, as long as the packaging is changed.
There is a cyclic restraint relationship between various combat abilities, such as a single milk kills a second, a second kill kills a group of milk, a group of milk kills a range of damage, and so on. Players really want to find the five most powerful cards among dozens of cards, which requires very long attempts and repeated experience sharing.
Because the acquisition of rare cards is strictly controlled, either spending money or time, it takes a lot of investment to test the actual combat power of each card.
This process is also fun and fulfilling for players. Therefore, the combat system of the card game perfectly fits the card training system. As an enduring classic combat system, it is enough for players to play repeatedly for 3 to 5 years without getting tired.
The third is marketing strategy and numerical stimulation.
This is a very broad content, such as operational activities (seven-day login, sign-in, growth fund, etc.), daily benefits (maintenance of diamonds, physical strength, online rewards, etc.), early numerical structure...
Of course, these contents are not only exclusive to card games, which have basically become standard for all domestic mobile games, and are also widely popularized in other game types such as SLG (strategy games) and FPS (shooting games). UU reading www.uukanshu.com
But to say the earliest origin, it should be sprouted in page games, flourished in card mobile games, and finally popularized in all domestic mobile games.
Of course, this kind of "Pavlovian" numerical stimulation has been sprayed by countless players and game reviewers, but after spraying, almost no mobile game company dares not to do these things.
Why? Because it's simple and effective, once removed, there's a noticeable drop in game stats and revenue.
This is how this "numerical stimulus" system works.
First of all, the game must be free to attract as many players as possible into the game, and these people may not want to spend money at all, it doesn't matter, come first.
After entering, there will be very detailed novice guidance, so that players can experience the core fun and gameplay of the game as soon as possible.
This is the same as the first 300,000 words of online texts are free. The experience is pre-paid and the payment is post-paid. Experience first and then pay, if you are not satisfied, you will not be charged.
However, this situation cannot last for too long. It can be as long as a week or as short as three days. Players will inevitably encounter some setbacks.
In this kind of game, recharge players and non-recharge players are naturally unequal. In order for players to pay, card points must be set.
The so-called card point is to get players stuck, let them encounter setbacks, let players recharge money to buy combat power, and continue to challenge higher levels.
But this creates a problem. If you are a player who is unwilling to spend money, what should you do if you encounter a card point? There is a high probability that he will give up this game and stop playing it.
How to get these players to stay? Very simple, send money.