Crossover: 2014

Chapter 44 The Use of the Gambler's Psychology

Chapter 44 The Use of the Gambler's Psychology

Although I am curious about the reason why the word-of-mouth of the game "FLAPPPY BIRD" is so high.

But the editor-in-chief asked her to write an analysis article, obviously asking her to analyze why the game "FLAPPPY BIRD" became popular.

Instead of asking her to analyze why this game has such a good reputation.

Hitting a worker is not a soul.

Dong Jiaqi can only honestly analyze the reasons for the popularity of the game "FLAPPY BIRD".

To be honest, Dong Jiaqi feels that she is not compatible with GRAY FOREST.

Games developed by GRAY FOREST in the past.

Whether it is "Life Reopening Simulator" or "2048"

Dong Jiaqi's feeling is that the fire is inexplicable.

And "FLAPPPY BIRD" gave her the feeling even more so.

She really doesn't understand the current game market.

Although I don't understand it, I still have to cook.

Dong Jiaqi could only bite the bullet and write analysis articles.

Fortunately, this is not the first time she has written without knowing much about games.

Although a bit difficult.

But that’s not to say it’s impossible to write.

Every time this happens, Dong Jiaqi feels as if she is back in high school.

Even if you can't read the article, you still need to read it.

It sounds ridiculous to write game analysis without knowing the game.

actually not.

Just because you don't understand the game doesn't mean you can't analyze it.

Even if it cannot be analyzed from the game itself.

It can also be analyzed from the aspects of market reaction and player psychology.

Even if the analysis is wrong, it is not a big problem.

After all, many times game developers may not understand the games they develop themselves.

Because of this, the analysis articles written by game editors are not only for gamers.

In a way it's also geared towards game developers.

Good game analysis articles don't just inspire gamers.

It can also help game developers understand games from a new perspective and fill in the gaps in thinking.

From this point of view.

Game editing is still a very important job.

Soon Dong Jiaqi started coding, she wrote:

The game "FLAPPPY BIRD" developed by GRAY FOREST has exploded again.

In fact, the popularity of this game is not accidental.

When I analyzed why the game "2048" became popular last time.

The author made a successful prediction on the game of GRAY FOREST.

At that time, the author predicted that the next game of Gray Forest would be a small game.

A minimalist game that still has a simple style of painting but pays attention to the operation itself.

It also predicts that such a game not only has the advantage of low cost.

The gameplay can also be overwhelming...

The launch of the game "Flappy Bird" confirmed the author's previous guess.

As the author imagined before.

The game "FLAPPPY BIRD" does not have exquisite graphics, nor does it have a fascinating plot, nor does it have complex and changeable operations.

On the contrary, this is a game with rough picture quality and monotonous content.

However, such a game with only one click operation quickly broke many records in the history of domestic small games.

For example, the fastest record to reach 100 million downloads, the fastest record to exceed [-] comments, and so on.

And judging from the current download trend of this game, this game is likely to continue to break a series of records.

Why is such a game with simple technology and rough production so popular?
The author believes that the reason why this game is popular is because it fits people's psychology.

This is a game that beats other high-tech games with psychological tactics.

It can be said that this game captures the psychology of people not admitting defeat.

And this kind of psychology is usually called the gambler's psychology.

The so-called gambler's psychology is only from the perspective of gambling.

That is, if you lose, you still want to win back what you lost, and if you win, you still want to continue to win, so as to further satisfy your possessive desire.

The psychology of gamblers does not only exist in gamblers.

It can be said that everyone has such a psychology more or less.

A similar situation exists in this game.

"It's just that close! Do it again!"

This may be the feeling that many people often express when they experience the game "FLAPPPY BIRD".

It is not difficult to judge through our analysis just now.

This is typical gambler psychology.

The successful use of people's gambler psychology is a very important reason why this game has a high user stickiness...

The game "FLAPPPY BIRD" can successfully capture people's psychology is not a mistake.

It is very likely that GRAY FOREST has carefully considered how to capture people's unyielding psychology when developing this game.

From many designs of this game, we can see that the developers have had this consideration.

First of all, from the design point of view of this game.

Different from the design ideas of previous games.

FLAPPY BIRD is a game that is fairly balanced in difficulty throughout the game.

Rather than the difficulty from easy to difficult like most traditional games.

This design is very flattering.

Why do you say that this design is very flattering?

General easy to hard game.

The beginning is simple.

But the difficulty is getting higher and higher.

The higher the difficulty, the easier it is for the player to Game Over.

After Game Over, the player has to start all over again.

When the game is restarted, the player has to go through the process of the game starting from simple to complex.

Although the gradual process from easy to difficult is in line with the general operating rules.

However, what gamers want to enter is the difficulty where the game ends.

Rather than want to go through the process of gradual difficulty again.

This process of gradually changing difficulty is easily regarded as a burden by users as part of the time cost of restarting the game.

In this case, players will subconsciously think that replaying traditional games whose difficulty ranges from easy to hard will cost a lot of time.

Flappy Bird players don't have to worry about that at all.

This game completely eliminates the process of going from easy to difficult.

The game is a difficulty from beginning to end.

In this way, even if the game is Game Over, the player can immediately enter the difficulty/rhythm at the end of the game as long as they choose to restart.

Although "FLAPPPY BIRD" is a game where players spend almost as much time as traditional games.

But the feeling given to gamers is that the time cost for them to restore the original difficulty of the game or the rhythm of the game is almost 0.
The time cost of replaying is almost 0.

Then there is nothing to hesitate, of course it is to start again immediately.

Which gamer doesn't want to win back where he was last GameOver?

Use the gambler analogy to gamers.

Every gambler wants to win it back in the next round.

If it takes a lot of chips to start the next round, even the most insane gambler might hesitate.

But what if no chips are needed to start the next round?

(although it may not really need any chips, but it is enough to make the gambler look like they don't need any chips)

What choice will the gambler make in this situation?
With the help of an understanding of the gambler's mind, it seems not difficult for us to understand why the replay rate of the game "FLAPPPY BIRD" is ridiculously high.

……

After elaborating a dimension.

Immediately afterwards, Dong Jiaqi discussed how GRAY FOREST uses gamblers' psychology from several aspects.

After that, she didn't make any predictions about Gray Forest's next game.

It’s just a certain analysis of the game styles developed by GRAY FOREST in the past.

Dong Jiaqi wrote:
The success of several games from GRAY FOREST.

We can see that in the development of mobile games in the future, it is not necessary to put energy and cost on the exquisiteness of the game screen, nor is it necessary to make the game more complicated and tortuous. The most important thing is to study and analyze the psychology of players. .

Finally, an analysis article was finally written.

After Dong Jiaqi checked and found nothing wrong.

Silently clicked publish.

(End of this chapter)

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like