After much deliberation, Lin Zhaoxu decided that he couldn't change it.
In the game circle, the first lesson every game designer learns is not to change their design ideas because of the dissatisfaction of some players.
{Of course, this one can also be applied to all creative activities. }
Because for most games, players who don't like to play do complain, which is normal, but there are many more players who play well, and they don't complain.
If only complaining players are noticed, a "survivor bias" occurs. Making changes to the game based on this will not only destroy the design ideas and game features that have been passed down, but also dissatisfy those players who have no opinion, and cause even greater losses.
Lin Zhaoxu is naturally well versed in this. Judging from the current situation, "The Catastrophe of the Ancients" is far from requiring a strong man to sever his wrists. It still maintains growth, but the growth rate has slowed down.
Moreover, taking care of the feelings of high-end players is contrary to the research and development ideas of "Ancient Catastrophe". It was originally a game aimed at harvesting low-end and mid-end players, and high-end players can't help it if they don't like to play.
What's more, "Ancient Catastrophe" is well received because it is different from "League of Legends". If it is changed according to "League of Legends", where is the core competitiveness
After thinking about it for a long time, Lin Zhaoxu said: "For the time being, we will not change the gameplay, but we will add a few more operational activities, and we will talk about the data and popularity first. In addition, we will continue to pay attention to this matter, and report to me at any time if there is any situation."
Jin Jieguang nodded. Lin Zhaoxu's thoughts coincided with his. This is indeed the safest way at present.
…
At the end of June, the various data of "Ancient Catastrophe" suddenly began to fall like a cliff.
This happened very suddenly. Within ten days, the number of daily active users and game time of players in "Ancient Havoc" began to plummet, and even the players in the game clearly felt this. kind of loss.
On the official forum of "Ancient Catastrophe", many players are posting and discussing it.
"Why do you feel that there are fewer people playing recently? Matchmaking progressed very quickly in the past, but now sometimes it takes up to a minute, and there will be players whose combat power is obviously higher than the average level."
"I also feel that there seem to be fewer and fewer people online in the friend list, and the few good engine oils that were hacked before have not been online for several days."
"Me too, my friend went online 5 days ago."
"Our "Ancient Catastrophe" player group doesn't talk much about this game recently. They talk about mobile games and "League of Legends" a lot."
"Is it because it's still in testing and hasn't been officially launched yet? It should be popular when it's officially launched. The quality of this game is so good. Emperor Dynasty should promote it quickly, and it can't be delayed any longer!"
"Yeah, I think it's because it hasn't been officially launched?"
"This game is so fun, why don't you like to play it? Everyone, hurry up and get some cute new players in, it's such an easy game!"
"Don't make too much fuss, okay? The fluctuation of the number of players is a normal thing. How can there be a game with fewer players in Emperor Dynasty? When it goes online and pushes it, it will definitely become popular!"
…
In fact, what the players don't know is that the designers of "Ancient Catastrophe" and Jin Jieguang are much more panicked than the players, because the players can't see the background data, but they can see it clearly.
Such a sharp drop in activity can no longer be ignored, and it has already endangered the life of the game "Ancient Catastrophe".
If you can't guarantee that these old players will always stay in the game, then no matter how much you promote and attract new users, it will be useless.
The algorithm and results of one valve for water intake and one valve for drainage have been known since elementary school.
Everyone is very puzzled, what is going on
Wasn't it good when we first started the closed beta? The player retention rate is also good, and the satisfaction is also good, which satisfies the needs of low-end players very well, and also makes a difference from "League of Legends".
Everyone is obviously very satisfied, right
Why is it that within a short month, even the closed beta is not over yet, and it feels like it's going to be cold
This kind of cliff-like falling speed has never appeared in so many games operated by Emperor Huyu, unless some serious operational accidents occurred.
However, "The Catastrophe of the Ancients" is still in the testing stage, so I didn't dare to start too many operational activities, let alone operational accidents.
In the end what happened
Dynasty Interactive Entertainment distributed a large number of questionnaires to players who abandoned pits, and the most received answers were: This game is good everywhere, but it is not fun.
Jin Jieguang was dumbfounded. Where did the problem of "not fun" come from
The scope of this question is too broad, and it is impossible to locate it at all!
The designers and operators of "Ancient Havoc" are also racking their brains to do activities, change the gameplay, and bring the game back on track, but it's useless.
The popularity of "Ancient Catastrophe" is still cooling down day by day.
…
"Everything is good, but it's not fun."
This sentence should be the biggest insult to a designer.
Because the implicit meaning of this sentence is that the graphics, quality, and feel of the game are all right, but the gameplay is not good enough.
This is the problem with "Ancient Catastrophe". The key to not being fun is that there is a problem with its gameplay.
Of course, strictly speaking, Jin Jieguang and Di Chao were pitted by Chen Mo, but the pit was not obvious, and it didn't look like a pit at all, so Jin Jieguang stepped into it without hesitation.
When "Ancient Catastrophe" just started testing, the feedback from players was very good. By reducing the difficulty of getting started and clarifying the game goals, this game really took care of the feelings of novice players, making it a certain success in the early stage of launch .
But the most critical problem is that novice players will not always be novice players.
When the first batch of novice players grow into veteran players, this game mode is "chiluo" nakedly persuading them to quit.
Therefore, there needs to be a more delicate balance between the novice, veteran, and master, these three player groups. Cog puts too much emphasis on the experience of masters, while "Ancient Catastrophe" puts too much emphasis on the experience of novices, and they both cause an imbalance.
In contrast, cog pays too much attention to the experience of masters, but it is better. It is nothing more than turning the game into a hard-core niche game, and it is no problem to survive safely.
However, "Ancient Catastrophe" puts too much emphasis on the novice experience, resulting in the loss of hardcore players, which is very fatal. Because it is the hardcore players who really support a game, and novices are attached.
Novices slowly become hardcore players, and the loss of hardcore players accelerates, and novices will gradually stop entering this game.
When a novice grows into a hardcore player, he looks back at the gameplay settings of "Ancient Catastrophe" that once attracted him, and they all become disgusting things.