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Chapter 158 The most direct way is to draw wages from the bottom of the pot

For the second game, Li Ang is preparing to make a placement game.

Placement games, also known as hang-up games, are a type of game that just needs to put the game there, and the game will automatically run according to a series of calculation rules of the system and get the game results.

Placement games have extremely low operating requirements for players and very few operating time requirements. You can just click a few times a day and leave it alone. The characters in the game will automatically kill monsters, automatically pick up equipment, and automatically obtain money resources...

This is a game type that is extraordinary and suitable for mobile phones and is very good at using players to fragment their time.

Even in a sense, placement games are the type of game that requires the least gaming time among all mobile games. Often, after entering the game, you can complete the day's work by spending a few minutes clicks. You can put it there without worrying about it. Simply put, it is the most heartless game type.

Due to this feature, placement games have always occupied a small share in mobile games. New works have continued to appear, such as "Daily·Dapoli", "Tribe·Conflict", "Island·Shock" and so on.

Yes, although the last two seem to be strategy games, their essence is to place hang-up games. If you choose not to go out to fight, you can go online and collect resources on time every day, build a building and exit. It is simple and direct, and often only takes one or two minutes.

The popularity of placement games naturally has its own reasons. Everyone has desires, and the desire to get something for nothing is more common. However, in real life, things that are not worth nothing or get something for less work or more rarely happen.

Even in most other games, if you want to get money, equipment, and resources in the game, you have to spend time, effort, operation, copy, pass levels, and win games to get. Most games reflect this idea of ​​getting more work and getting more, getting a lot of money, getting a lot of money, and combining universal values, forcing players to go to their livers or recharge.

This is also why a large number of players like to play online games and switch on plug-ins and play stand-alone modifiers. They can easily get it, so why bother to waste time and energy?

As a game producer, Li Ang naturally hates game plug-ins and modifiers, just like a daughter he worked hard to raise, but she ended up being defiled.

Therefore, when communicating with artificial intelligence to make games, anti-cracking functions and anti-plug-ins are often put first. Currently, even if the games produced by Tian'ang Company are single-player games, there are no cracked versions or modifiers on the market.

But desire cannot be stopped, so now online games generally advocate simplifying player operations, automatic pathfinding, automatic monster hunting, automatic medicine taking, automatic skills release, automatic picking, dungeon sweeping, and hang-up revenue... all of them are connected to the game plug-ins they originally hated.

Games are ultimately about bringing happiness to people.

There are many kinds of happiness: the happiness of defeating opponents and winning victory, the happiness of challenging difficulty to overcome oneself, the happiness of falling into the soul when the European emperor comes, the happiness of torture and killing others to vent emotions, and the happiness of worshipping thousands of people on the list...

Similarly, satisfying players' desire to get something for nothing is naturally a way to provide happiness.

If you can't be satisfied in real life, then you can get satisfied in the game. This is reasonable and legal, right?

Placement games exist for this.

This is also the reason why so many people play domestic hang-up games that are obviously shoddy and obviously criticized, and are simply for the sake of cheating money, which makes game companies make so much money.

Because players have demands, they correctly provide the products, which is that simple.

What Li Ang wants to make now is a placement game that looks good.

Everyone knows that domestic hang-up games are the same. They are all-in-one to fight monsters, explode equipment and money, then combine equipment, strengthen equipment, upgrade skills, inlaid gems, create magical artifacts, and wait until the combat power is enough, fight the boss and enter the next level, and repeat the steps above to pursue higher-level equipment... It also includes some boring things like union battles, gang wars, arenas and other boring things. You can also use the recharged diamonds to accelerate hang-up time, purchase enhanced stones, attribute gems, double explosion rates, etc. to destroy the balance of the game.

Most of them are pure money-making things.

Games like "Horde Conflict" or "Island Shock" are more conscientious, but they are not pure enough and have certain strategic elements. Players often spend a lot of time arranging the location of buildings and attacking other players or NPCs, which is not relaxed and enjoyable enough.

Li Ang’s planning case folder has very few plans for mobile games, and of course there are no plans for placing games. Therefore, he picked up the original planning case for a computer game and started to modify it.

The name of the plan is: "The World of Cultivation".

You can tell from this name that this is a fairy tale-themed game.

According to Li Ang’s original design, this is a computer-side online game, a multiplayer online role-playing game (mmorpg).

However, this kind of large-scale online game planning is complicated, there are too many things to consider, and the workload is too large. In addition, mmorpg gradually declines and becomes weaker, so Li Ang did not spend much time on this planning project. He only did a small part of the planning, which is far from complete.

What Li Ang is doing now is to transform this planning project and make it a mobile phone placement and hanging game!

If you want to make a conscientious game, Li Ang’s first creation is naturally the consumption system inside.

As an online mobile game that can be placed on hang-up, it is naturally impossible to buy out at one time, and you have to rely on players to recharge and make money.

If you want to be conscientious, you cannot make the recharged RMB players too far apart from ordinary players. You must ensure a certain degree of fairness.

Li Ang decided to work hard on playing and deciding the amount of recharge first. Simply put, it is to limit the amount of recharge of players and prevent players from spending money indiscriminately! Use the most direct way to narrow the gap between ordinary players and local tycoons!

After thinking for a while, Li Ang decisively removed the classic part of how much diamonds it costs, leaving only two fixed recharge methods.

One is a permanent card, 188 yuan, and you will get 2,000 star diamonds immediately after recharge, and you can get 100 star diamonds every day in the future. Each account character can only be purchased once.

One is a monthly card, 25 yuan. After recharge, you will get 300 star diamonds immediately. You can receive 100 star diamonds every day within 30 days. Each account character can purchase up to 12 monthly cards each time, so that the monthly card duration will last for 12 months without superimposing the effect.

Apart from these two recharge methods, there is nothing else.

No matter how rich a person is, he can open up to one permanent card, 12 monthly cards, and get 5,600 star diamonds at one time, and he can receive an additional 200 star diamonds every day.

The meaning of claiming more is that even if an ordinary player does not recharge a penny, he can get 100 star diamonds for free as long as he logs in every day.
Chapter completed!
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