Rebirth of the big era of online games
Chapter 107 Core gameplay of a large interactive community
Chapter 107 Core gameplay of a large interactive community
(By the way... "EVE" has exploded, hahahaha, tens of millions of people have made an appointment... Is there a boss to take me? Game name: Yun Tianming 1)
In fact, from the very beginning, Fang Jie wanted to create a game community, and the website 51wan was dedicated to this kind of thing.
It's just that because there are too many things to do, I really can't take care of my energy, so I want to be lazy and transfer "Placement in the Jianghu" directly.
Now I find that it doesn't seem to work, and I still can't be lazy.
However, the problem is not too big at present. "King of Kings" will be released in July, and "Network Three Kingdoms" will be released in September. There are still several months of preparation time. By then, the game community will be launched with the help of these two graphic online games. It should be too late to break your wrists.
Fang Jie is not worried at all about whether the game community is only in text form and will not be competitive with graphical online games.
Movies, animations, and videos are so popular in later generations, and pure text online novels are not too far behind!
Text-based entertainment products actually have more room for imagination and can bring players a more intense and immersive experience. Many novels have been adapted into movies and comics, but they have been complained about. This is the reason.
Therefore, whether a 1D game is a 2D game is not the decisive factor. The game's playability, creativity, and interactivity are the magic weapons for the game.
On Saturday, the future game development route was analyzed and adjusted, and the type of game to be developed was determined. On Sunday, Fang Jie dedicated a day to formulate a game development schedule.
This thing is complicated, and it is not clear in one or two sentences.
It is roughly about the outline content of "core gameplay", "game framework", "server architecture", "depth of gameplay", "economic cycle", "core algorithm", "game program"...etc.
The core gameplay was originally intended to directly copy "Idle Jianghu", but it is different now.
Fang Jie identified two core gameplays.
The first core gameplay: "Place +".
That is to say, the game is mainly in the form of idle, which greatly reduces the difficulty of the game, and seizes the spare time of the players, and adds a variety of even all the idle games at the same time, instead of just playing a martial arts idle game, in order to expand the audience group.
After all, not everyone likes fighting and killing in martial arts. There are also players who like various games such as Western magic, Eastern fairy tales, strategy development, suspense adventures, etc., and all these games are adapted into idle games. Everyone chooses.
However, these are not achieved overnight, and can be released gradually as version updates, and the relevant version plans are included in the periodic development schedule.
The second core gameplay: "interaction".
If the core gameplay of "placement" is to capture the players' spare time, then the interaction is to capture the players' main game time and increase the player's stickiness to the game.
There are many ways to interact.
The most basic way: chatting.
Since many players like to chat now, let you chat enough!
As a core gameplay, chatting can also be upgraded. For example, if you talk in a channel or chat room, you will get a certain "potential" and "experience", and the potential can be used to improve in the "Idle+" game Role skill level, experience can improve the website membership level.
The second way of interaction: forum posts.
As long as you post or reply, especially if some technical posts are added to the top, etc., you can get different amounts of potential rewards.
Of course, whether it is chatting or posting, there must be corresponding restrictions, such as the interval time limit. If malicious spam is deleted, there will be certain penalties.
A further interactive method is that friends can be added in the community, and with a home system, they can buy land, decorate, and decorate by themselves, and friends can also visit each other, and there are also potential rewards.
The ultimate way to interact is: Stealing vegetables, farms, and restaurants.
I won't explain too much about this, I guess everyone understands it.
The difference is only that the graphics steal the food and change it to the text to steal the food.
This does not affect the playability of the gameplay. For example, "cabbage" is represented in green fonts, and "carrot" is represented in red fonts. It is also very intuitive and has more room for imagination. It also reduces the load on the server and improves the smoothness of the game. sex.
In short, if the core gameplay of "Place +" is dedicated to traditional upgrade online game players, then "Interaction" is to serve those easy-going handicapped players or rookie netizens.
In fact, the relaxed mentality of the player is very similar to that of the post-00s of later generations. They like the national style, the picture is gentle, soft and cute, pastoral farming, companionship, cultivation, collection, dressing, creativity, sharing and other elements, and pay more attention to the emotions brought by the game. value, not achievement value.
In essence, although the two achieve the same goal by different routes, they are quite different.
It's like a young adult and an old gun. When they enter a certain area, both of them like to explore it, but the mentality of the former is more of the novelty of Grandma Liu entering the Grand View Garden, while the mentality of the latter is used to it. Confused, on the contrary, I like to lie down and enjoy the Buddha.
Correspondingly, the same is true for the style of later generations of online writing. Various daily elements such as love and courtyards, Two-dimensional, mourning culture, farming and fish farming, Buddhism, lying flat, Dihua, retro, revival, rebirth, national style, etc. It is loved by post-00 readers.
In his previous life, Fang Jie wrote web articles and made games, and had done in-depth research on this aspect, but he didn't expect that when he was reborn to make games in 2000, he would have to use these concepts again. It feels like a reincarnation.
In addition to planning and designing the core gameplay in a targeted manner, he also needs to consider another key issue: how to make money.
Strictly speaking, a large game interactive community is a website, not a game.
At least on the surface.
This form of website can only be free, and it is impossible to make money by collecting game monthly cards, and it is not advisable to sell game coins like in MUD games.
But it doesn't matter, let's understand "traffic realization"?
This concept will not be widely recognized until 15 years later, and as a reborn person, Fang Jie doesn't mind bringing it out in advance.
What can be linked to it at the moment is the sale of 51ka point cards.
Although it is said that mobile phone recharge cards can only earn a few cents to more than one yuan per card, but once the base number increases, it will be different.
What's more, mobile phone recharge cards are just one of the SP projects (telecom value-added service business). Once "King of Kings" comes out, game point card sales will be the big one. Linktone and fixed-line IP cards come out, and the benefits will be considerable!
You must know that this is a nationwide sale, and it is not too easy to sell millions of cards of various types every month.
Simply calculate an account: sell 100 million point cards of various types every month, even if the net profit of each card is 5 cents, then there will be 50 in a month, if it is 1000 million cards, it will be 500 million in a month!
Players and netizens do not need to spend money in the game community, but they always have to buy things like game cards and phone cards, right?
Plus skins, peripherals, game intermediary transactions, advertising and other ancillary product revenue...
This is traffic monetization!
(End of this chapter)
(By the way... "EVE" has exploded, hahahaha, tens of millions of people have made an appointment... Is there a boss to take me? Game name: Yun Tianming 1)
In fact, from the very beginning, Fang Jie wanted to create a game community, and the website 51wan was dedicated to this kind of thing.
It's just that because there are too many things to do, I really can't take care of my energy, so I want to be lazy and transfer "Placement in the Jianghu" directly.
Now I find that it doesn't seem to work, and I still can't be lazy.
However, the problem is not too big at present. "King of Kings" will be released in July, and "Network Three Kingdoms" will be released in September. There are still several months of preparation time. By then, the game community will be launched with the help of these two graphic online games. It should be too late to break your wrists.
Fang Jie is not worried at all about whether the game community is only in text form and will not be competitive with graphical online games.
Movies, animations, and videos are so popular in later generations, and pure text online novels are not too far behind!
Text-based entertainment products actually have more room for imagination and can bring players a more intense and immersive experience. Many novels have been adapted into movies and comics, but they have been complained about. This is the reason.
Therefore, whether a 1D game is a 2D game is not the decisive factor. The game's playability, creativity, and interactivity are the magic weapons for the game.
On Saturday, the future game development route was analyzed and adjusted, and the type of game to be developed was determined. On Sunday, Fang Jie dedicated a day to formulate a game development schedule.
This thing is complicated, and it is not clear in one or two sentences.
It is roughly about the outline content of "core gameplay", "game framework", "server architecture", "depth of gameplay", "economic cycle", "core algorithm", "game program"...etc.
The core gameplay was originally intended to directly copy "Idle Jianghu", but it is different now.
Fang Jie identified two core gameplays.
The first core gameplay: "Place +".
That is to say, the game is mainly in the form of idle, which greatly reduces the difficulty of the game, and seizes the spare time of the players, and adds a variety of even all the idle games at the same time, instead of just playing a martial arts idle game, in order to expand the audience group.
After all, not everyone likes fighting and killing in martial arts. There are also players who like various games such as Western magic, Eastern fairy tales, strategy development, suspense adventures, etc., and all these games are adapted into idle games. Everyone chooses.
However, these are not achieved overnight, and can be released gradually as version updates, and the relevant version plans are included in the periodic development schedule.
The second core gameplay: "interaction".
If the core gameplay of "placement" is to capture the players' spare time, then the interaction is to capture the players' main game time and increase the player's stickiness to the game.
There are many ways to interact.
The most basic way: chatting.
Since many players like to chat now, let you chat enough!
As a core gameplay, chatting can also be upgraded. For example, if you talk in a channel or chat room, you will get a certain "potential" and "experience", and the potential can be used to improve in the "Idle+" game Role skill level, experience can improve the website membership level.
The second way of interaction: forum posts.
As long as you post or reply, especially if some technical posts are added to the top, etc., you can get different amounts of potential rewards.
Of course, whether it is chatting or posting, there must be corresponding restrictions, such as the interval time limit. If malicious spam is deleted, there will be certain penalties.
A further interactive method is that friends can be added in the community, and with a home system, they can buy land, decorate, and decorate by themselves, and friends can also visit each other, and there are also potential rewards.
The ultimate way to interact is: Stealing vegetables, farms, and restaurants.
I won't explain too much about this, I guess everyone understands it.
The difference is only that the graphics steal the food and change it to the text to steal the food.
This does not affect the playability of the gameplay. For example, "cabbage" is represented in green fonts, and "carrot" is represented in red fonts. It is also very intuitive and has more room for imagination. It also reduces the load on the server and improves the smoothness of the game. sex.
In short, if the core gameplay of "Place +" is dedicated to traditional upgrade online game players, then "Interaction" is to serve those easy-going handicapped players or rookie netizens.
In fact, the relaxed mentality of the player is very similar to that of the post-00s of later generations. They like the national style, the picture is gentle, soft and cute, pastoral farming, companionship, cultivation, collection, dressing, creativity, sharing and other elements, and pay more attention to the emotions brought by the game. value, not achievement value.
In essence, although the two achieve the same goal by different routes, they are quite different.
It's like a young adult and an old gun. When they enter a certain area, both of them like to explore it, but the mentality of the former is more of the novelty of Grandma Liu entering the Grand View Garden, while the mentality of the latter is used to it. Confused, on the contrary, I like to lie down and enjoy the Buddha.
Correspondingly, the same is true for the style of later generations of online writing. Various daily elements such as love and courtyards, Two-dimensional, mourning culture, farming and fish farming, Buddhism, lying flat, Dihua, retro, revival, rebirth, national style, etc. It is loved by post-00 readers.
In his previous life, Fang Jie wrote web articles and made games, and had done in-depth research on this aspect, but he didn't expect that when he was reborn to make games in 2000, he would have to use these concepts again. It feels like a reincarnation.
In addition to planning and designing the core gameplay in a targeted manner, he also needs to consider another key issue: how to make money.
Strictly speaking, a large game interactive community is a website, not a game.
At least on the surface.
This form of website can only be free, and it is impossible to make money by collecting game monthly cards, and it is not advisable to sell game coins like in MUD games.
But it doesn't matter, let's understand "traffic realization"?
This concept will not be widely recognized until 15 years later, and as a reborn person, Fang Jie doesn't mind bringing it out in advance.
What can be linked to it at the moment is the sale of 51ka point cards.
Although it is said that mobile phone recharge cards can only earn a few cents to more than one yuan per card, but once the base number increases, it will be different.
What's more, mobile phone recharge cards are just one of the SP projects (telecom value-added service business). Once "King of Kings" comes out, game point card sales will be the big one. Linktone and fixed-line IP cards come out, and the benefits will be considerable!
You must know that this is a nationwide sale, and it is not too easy to sell millions of cards of various types every month.
Simply calculate an account: sell 100 million point cards of various types every month, even if the net profit of each card is 5 cents, then there will be 50 in a month, if it is 1000 million cards, it will be 500 million in a month!
Players and netizens do not need to spend money in the game community, but they always have to buy things like game cards and phone cards, right?
Plus skins, peripherals, game intermediary transactions, advertising and other ancillary product revenue...
This is traffic monetization!
(End of this chapter)
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