Game Entertainment Empire
Chapter 1041: MMORPG
Hearing Lin Jiayi's words, Yang Chen also nodded his head in agreement.
VR games are not suitable for RTS mode, or more traditional RTS mode.
If you want to develop RTS games on the VR platform, you must make a change.
That is to cut a lot of tedious operations, simplify operations and strengthen the targeting of strategies.
This is also what most RTS games are doing.
Some players even publicly stated that the RTS of the VR platform is more like a variant card game.
For example, the two-line operation in RTS such as "Warcraft", or even the three-line operation, these wonderful micro-operations of cross-siege are basically difficult to see in new types of RTS games.
"Not RTS games, but MMORPG." Yang Chen looked at Lin Jiayi and said.
MMORPG?
Hearing Yang Chen's words, Lin Jia couldn't help but widen his eyes.
The conventional MMORPG translation method is a large-scale multiplayer online role-playing game.
Of course, more players directly refer to MMORPG as online games.
This type of game directly summarizes the general habits of a game.
Mainly due to the once hot.
In the beginning of online games, it was basically the world of games.
One game after another has created countless glory.
Of course that is over.
Today's MMORPG, at least on the PC platform, has basically deteriorated.
At its peak, MMORPG games can be said to have hundreds of titles in a year.
This shows how popular this type of game was at the time.
But for now, don't say hundreds of models in a year, there may not be ten models.
The existing MMORPG games, that is, some big IPs that have been glorious in the past can be supported, but they are also inevitably caught in the situation of cooperation and cooperation.
Why is it so miserable?
On the one hand, it is because of the diversification of games, such as FPS, MOBA, and other competitive games. It is also because there are more and more excellent quality games.
As for the so-called player time is not enough, biased towards fragmentation, many game companies are so aware of this.
But Yang Chen's words still felt biased.
This is true for some players, and they hope that some games can handle the fragmented time in their lives.
Therefore, the first page game came into being, and then with the development of mobile games to replace the position of page games.
From a certain perspective, mobile games and page games are actually products of the same category.
And what about MMORPG?
Was it a little more time for players ten years ago than for players ten years ago?
You know, even if it is a mobile game, there are actually a lot of **** mobile games, which require players to spend several hours a day in the game.
If according to the mobile game players are dealing with fragmentation time, then this game is simply unsuccessful.
But there are still games of this type that succeed because there are real players.
There is a game that is worth it and attracts them, and they will still invest a lot of time.
The same is true for MMORPG games.
The main reason why game manufacturers feel that players have less and less time, ten years later, players have less time than ten years ago.
That is, the players of this game have never changed.
Players of this game are from 20 to 30 years old, and there is no fresh blood in between.
Loyal fans, this sounds very romantic, and even many players think that this is the charm of a game.
But as far as the game itself is concerned, players without fresh blood are actually doomed to destruction.
MMORPG is declining, not because players have less time.
But in today's fiercely competitive game genre, most of its own MMORPG quality cannot attract other players.
With the development of the times, MMORPG is not enough for them to spend their time in it.
Of course, there is another reason for the decline of MMORPG games.
That is not making money.
From the beginning, most MMORPG games have basically adopted the point-in-time card system, but this situation involves a very basic point.
When the cost of the game is not that great, the point card charging system only requires tens of thousands, or even tens of thousands of players, so that game manufacturers can make a lot of money.
With the development of the times, the cost of a game is getting higher and higher, and the price of the point-in-time card is not increased much. In this case, if you want to increase revenue, you can only have more players.
But what if the entire game market is so big?
So the charge for props came out.
Harvesting the money of local players, such as equipment enhancement systems, is not the first of MMORPGs, but it gradually evolved into players who heard that there is equipment enhancement in a game and they feel that this is definitely a krypton gold game. For items.
Transfer the cost of thousands of players to the head player. Of course, the cost has passed, and then ordinary players will naturally become the game fun of the head player.
As a result, an endless chain of collapses is formed, and players will only gradually decrease rather than present an increasing pattern.
It can be said that the MMORPG for item charges basically goes in an extreme direction, that is, only the head player needs to be retained. As for other players, as long as the head player does not leave, it does not matter if you are gone.
So most games are stuck in an endless loop.
As a game developer, Lin Jiayi naturally knew this, even when he was in NetDragon, he also participated in the development of some similar games.
After all, NetDragon itself is a big online gaming company.
It can be said that the charging problem of MMORPG has always been a difficult solution.
The charge for gaining props is not harmful to Nebulas, and Lin Jiayi also believes that Yang Chen will never use this method to destroy the reputation of Nebulas.
It may be that Waterloo was encountered in a certain game, but it will never corrupt the reputation of the game operation.
Fashion charges, like games like "League of Legends" and "Jedi Survival"?
For MMORPG, it is not very suitable.
Because the player's buying power is too weak.
For example, in "Jedi Survival", a variety of firearms, vehicles, and various clothes are all corresponding purchase motivation.
Not to mention "League of Legends", all kinds of heroes are the driving force for player consumption.
As a MMORPG, the equipment and mounts in the game are part of the player's achievements, and even the gameplay.
At the same time, as a MMORPG game destined to continue to operate, unless a new fashion is released every three to five, otherwise it will be tight in terms of profitability.
As for the buyout fee, let alone ~www.readwn.com~ as MMORPG's long-term operation relies on constantly launching new content, such as stories and expansions.
After buying out the charge, how to solve this part of the content?
Always free?
Then the longer the game is operated, the more losses it will have. The problem with the server is not to mention that the cost of developing the subsequent content alone is extremely high.
If DLC charges, as a multiplayer online game, especially a game that involves market transactions, it is definitely a big trouble.
Therefore, only the point-in-time card charging system is the best way.
And if a MMORPG can continue to operate, in fact, the point card charge can be said to be quite profitable.
But the premise is that 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.
What Yang Chen chose was the point-in-time card fee.
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