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Chapter 1041 MMORPG

Hearing Lin Jiayi's words, Yang Chen 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 will have to make a change.

That is to reduce tedious operations a lot, simplify operations and strengthen strategic targeting.

This is also something that most rts games are doing at present.

Some players even publicly stated that the RTS of the VR platform is more like a mutant card battle game.

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

"It's not an RTS game, but mm." Yang Chen said to Lin Jiayi.

mm?

Hearing Yang Chen's words, Lin Jiayi couldn't help but open his eyes wide.

The regular translation method of mm is a massively multiplayer online role-playing game.

Of course, more players directly call mm an online game.

This habit of directly summarizing the general categories of a game based on the type of a game.

It mainly comes from the popularity of MMP.

In the era when online games were just beginning, it was basically the world of MMP games.

One classic game after another has created countless glory.

Of course that's the past.

Nowadays, at least on the PC platform, it is basically going down.

At its peak, the mm type of games can be said to have hundreds of works appearing in a year.

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

But now, let alone hundreds of models a year, there may not be ten models.

The existing mm games, that is, some big IPs that have had glorious in the past, can support them, but they inevitably fall into the situation of the server and the combined area.

Why is it so miserable?

On the one hand, it is because of the diversification of games, such as FPS and Moba, and on the other hand, it is because more and more excellent quality games appear.

As for the so-called lack of time for players and tend to fragment, many game companies are so aware of this.

But Yang Chen's words were still biased.

This is true for some players, and they prefer that some games can handle fragmented time in their lives.

So first web games came into being, and then with the development of mobile games, it replaced the status of web games.

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

And what about mm?

Did the players ten years ago have a little more time than the players ten years later?

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

If players according to mobile games deal with time for fragments, then this kind of game will not be successful at all.

But there are still games of this type that succeed because there are real players who need it.

There is a game that is worth it and will attract them, and they will still invest a lot of time.

The same is true for the same mm-type games.

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

That is, players of this game have never changed.

Players of this game are from 20 to 30 years old, and there is no fresh blood entering the game.

Loyal fans, this sounds very romantic, and many players even think that this is the charm of a game.

But for the game itself, players without fresh blood are actually doomed to destruction.

The mm is going to decline, not because the player has less time.

But in today's fierce competition in game types, most of its quality cannot attract other players.

With the development of the times, mm is no longer enough for them to spend their time in it.

Of course, in addition to this, there is another reason for the decline of mm games.

That is not making money.

From the beginning, most mm games basically adopted a time point card system, but this situation involved a very fundamental point.

When the game cost is not that high, the point card fee system only requires tens of thousands or even hundreds of thousands of players, which can make game manufacturers make a lot of money.

But with the development of the times, the cost of a game is getting higher and higher, and the price of time point cards is not much raised. In this case, if you want to increase your income, you can only have more players.

But what should I do if the entire game market is so big?

So the charges for props came out.

Reaping money from rich players, such as equipment enhancement systems, is not the first to be the first to be mm, but it gradually evolves into a game where equipment enhancement is needed, and players feel that it must be a krypton gold game, relying on this so-called prop charge.

If the fees for thousands of players are transferred to the head players, of course, the fees are moved over, and ordinary players will naturally become the fun of the game for the head players.

This forms a continuous collapse of circular chain, and players will only gradually decrease rather than appearing in an increasing pattern.

It can be said that the mm charged for props is basically going to an extreme direction, that is, only the top players need to be retained. As for other players, as long as the top players do not leave, it doesn’t matter if you expose them.

So most games fall into a vicious cycle.

As a game developer, Lin Jiayi naturally knew this. Even when he was at NetDragon, he had participated in the development of some similar games.

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

It can be said that the charging problem of mm has always been a very difficult solution.

The charge for gain props is harmful to Nebula Games, and Lin Jiayi also believes that Yang Chen will never use this method to destroy the reputation of Nebula Games.

It may be that you have encountered a Waterloo on a certain game, but you will never ruin your reputation in game operations.

Fashion charges, just like games like League of Legends and PlayerUnknown's Battlegrounds?

For mm, it is not very suitable.

Because the player's purchasing motivation is too weak.

For example, in "PlayerUnknown's Battlegrounds", various firearms, vehicles, and various clothes are the corresponding purchasing motivation.

Not to mention "League of Legends", various heroes are the driving force for players to consume.

As mm, the equipment and mounts in the game are part of the content that brings players' achievements, and it can even be said to play.

At the same time, as an mm game destined to continue to operate, unless a new fashion is released every now and then, it will still be tight in profits.

As for the purchase fee, let alone, as mm, its long-term operation depends on the continuous launch of new content, such as stories and expansion packs.

After the buyout fee is charged, how should the content of this part be solved?

Always free?

Then the longer the game is operated, the more you lose. Not to mention the server problem, the cost of developing subsequent content is extremely high.

If the DLC charges, as a multiplayer online game, especially a game involving market transactions, it will definitely be a big trouble.

Therefore, the charging system for point-of-time cards is the best way.

And if an mm can continue to operate, the charges for point cards can actually be said to be quite profitable.

But there is one premise, that is, there are enough players and they are willing to spend a lot of time in the game.

This is related to the content of the game itself.

Yang Chen chose the time point card charge.
Chapter completed!
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