Almighty Game Designer

Chapter 58: Profitable tips for card games

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Are domestic card games fun

This is a matter of opinion, and different players have different tastes.

Many people criticize card games for their shoddy production, monotonous gameplay, and repetitive content. Indeed, this is all true.

But it just makes money.

Being able to make money means that players recognize it.

Why do players recognize it? Because players think it's fun.

This is a very strange phenomenon. Players pay for it while scolding it.

Why do card games make money? What's so fun about it

This is a relatively vague proposition. If Chen Mo were asked to write a paper specifically explaining the core of the card game, it would probably be worth tens of thousands of words.

Simply put, the fun of domestic card games mainly comes from three aspects.

The first is the fun of collecting and developing cards.

This is based on the player's recognition of the card role.

Once a certain mobile game company made a first-generation card with the theme of "One Piece" (a complete remake of "My name is mt"). A local tycoon entered the game without saying anything and charged thousands of dollars just to get an eagle. Eye Mihawk.

There is also an unknown Three Kingdoms card game, which is still in the testing stage. A certain local tycoon entered the game without saying anything, just to draw a Zhuge Liang, but the general Zhuge Liang has not appeared in the game at all.

In the end, the game company worked overtime urgently and made Zhuge Liang.

Like in "My name is mt", many players brush dungeons every day as usual, collect purple card fragments, or spend a lot of money to draw ten consecutive draws, all in order to draw the cards they want.

The game designers will also deliberately adjust the card skills and combat power to a level consistent with the plot (or fine-tune it according to the popularity of the characters), all of which are to cultivate players' identification with the card characters.

Only when this sense of identity is established, will this card become valuable, and players will pay for it.

And once the value system of this kind of card is established, it means that there is a difference between different cards, and the player's desire to collect and cultivate will be satisfied, and he will feel that the money is worth the money.

Therefore, the key to making a card game profitable is to establish a card value system that players can recognize, just like collecting stamps, and constantly sell new cards to players.

After the player gets the card he wants, in order to make the card stronger, he will continue to charge money to upgrade it, upgrade its star, upgrade its skills, and so on. Every time the card is upgraded, the player can feel the growth, making him feel that the money is not wasted.

This is also a manifestation of the "numerical stimulation" mentioned before.

This is the core fun of all cards. It is a very mature and reusable mode, which is why the card games in the previous life are so flooded.

The second is the fun of exploring lineup matching and formulating combat strategies independently.

The combat system of card games may seem monotonous, but it is actually quite rich. In "My name is mt", each card has three abilities: normal attack, skill attack and passive. In terms of character design, the combat system of World of Warcraft is used as a blueprint, and the skills of each character are also different.

The same area damage skills, there are blizzard type (full screen attack), whirlwind type (three units in the front row horizontally), chain lightning type (three random units), penetrating shooting type (two units in vertical row), etc. .

Skill damage is divided into magic, physical, and the difference between single and group.

The same is true for healing skills, there are single breasts and group milks.

In addition, there are various combat abilities such as damage reduction, rebirth, and continuous damage. Basically, all kinds of skills that can be thought of can be forced into the card's combat system.

Coupled with complex factors such as card positioning, shot order, attribute restraint, and captain skills, the playability of the card game's combat system has been greatly improved.

Of course, this combat system cannot be compared with end games at all, but for mobile game players, it is enough.

As long as the packaging of this combat system is changed, it can perfectly cover most of the world views, such as animations such as Pirates and Naruto, or martial arts novels.

There is a cyclical restraint relationship among various combat abilities, such as a single milk can overcome instant kills, instant kills can overcome group milks, group milks can overcome area damage, and so on. Players really want to find the five most powerful cards among dozens of cards, which requires a very long trial and repeated experience sharing.

Because the acquisition of rare cards is strictly controlled, either money or time is spent, and it requires a lot of investment to test the actual combat power of each card.

This process is also full of fun and a sense of accomplishment for players. Therefore, the combat system of the card game fits perfectly with the card training system. As an enduring classic combat system, it is enough for players to play repeatedly for 3 to 5 years without getting bored.

The third is marketing strategy and numerical stimulation.

This is a very broad content, such as operational activities (seven-day login, sign-in, growth funds, etc.), daily benefits (maintenance diamonds, stamina, online rewards, etc.), early numerical structure...

Of course, these contents are not only exclusive to card games, but have basically become the standard configuration of all domestic mobile games, and have also become popular in other game types such as SLG (strategy games) and fps (shooting games).

But to say the earliest origin, it should have sprouted in page games, flourished in card mobile games, and eventually spread to all domestic mobile games.

Of course, this kind of "Pavlovian" numerical stimulation has been sprayed to pieces by countless players and game critics, but after spraying it, almost no mobile game company dares not to do these things.

Why? Because it is simple and effective, once it is removed, there will be a significant drop in game data and revenue.

This set of "numerical stimulus" system works like this.

First of all, the game must be free to attract as many players as possible into the game. These people may not even plan to spend money. It doesn't matter, let's talk about it first.

After entering, there will be very detailed novice guidance, so that players can experience the core fun and gameplay of the game as soon as possible.

This is the same reason as the first 300,000 words of online articles are free, experience is pre-paid, and payment is post-pay. Experience first and then pay, if you are not satisfied, you will not be charged.

However, this situation cannot last for too long, as long as a week, as short as three days, players will inevitably encounter some setbacks.

In this kind of game, recharge players and non-recharge players are naturally unequal. In order for players to pay, card points must be set.

The so-called stuck points are to get players stuck, let them encounter setbacks, let players charge money to buy combat power, and continue to challenge higher levels.

But this creates a problem, if you are a player who is unwilling to spend money, what should you do if you encounter stuck points? There is a high probability that he will give up this game and stop playing.

How to keep these players? Very simple, send money. For mobile phone users, please visit m.reading for a better reading experience.