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Chapter 57 The Secret to Profiting Card Games

Is domestic card games fun?

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

Many people criticize card games for being shoddy, monotonous, and duplicate. Indeed, these are all facts.

But it just makes money.

Being able to make money means players’ recognition.

Why do players agree? Because players think it is fun.

This is a very strange phenomenon. Players scold it while paying for it.

Why can card games make money? How fun is it?

This is a relatively empty proposition. If Chen Mo was asked to write a paper that specifically explains the core of the card game, it would probably be able to write tens of thousands of words.

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

The first is to collect cards and develop the fun of cards.

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

Once a mobile game company made a first-generation card with the theme of "One Piece" (completely spoiled "My Name is MT"). A rich man entered the game and rushed for a few thousand yuan without saying anything, just to get a Hawkeye Mihawk.

There is also an unknown Three Kingdoms card game, and it is still in the testing stage. A rich man entered the game and rushed to 5,000 without saying anything. He just wanted to draw a Zhuge Liang. As a result, the general Zhuge Liang had not appeared in the game.

Finally, the game company worked overtime urgently and made Zhuge Liang come true.

Like in "My Name is MT", many players brush dungeons every day, accumulate purple card fragments, or throw money to ten consecutive draws, just to get the cards they want.

Game designers will also deliberately adjust card skills and combat power to a level that matches the plot (or fine-tune it according to the character's popularity), which is all to cultivate players' recognition of card characters.

Only by establishing this sense of identity can the card become valuable and players pay for it.

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

Therefore, the key to profitability of card games is to establish a card value system that players can recognize, just like philatelics, constantly selling new cards to players.

After the player gets the card he wants, in order to make the card stronger, he will continue to recharge money to upgrade it, improve stars, improve skills, etc. Every time the card is upgraded, the player can feel the growth, making him feel that the money is not spent in vain.

This is a manifestation of the "numerical stimulus" mentioned before.

This is the core fun of all cards. It is a very mature and reusable mode, so card mobile games in previous lives were so prevalent.

The second is to explore the fun of lineup matching and independently formulate combat strategies.

The combat system of the card game seems monotonous, but it is actually quite rich. In "My Name is MT", each card has three abilities: ordinary attack, skill attack and passive. In terms of character design, there is a World of Warcraft combat system as a blueprint, and the skills of each character are also different.

Both range damage skills include Blizzard type (full screen attack), Tornado type (three units in the front row horizontally), Lightning chain type (three units randomly), Penetration and shooting type (two units vertically).

Skill damage is divided into spells, physics, and the differences between singles and groups.

The same goes for healing skills, including single milk and group milk.

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 have ways to force the card into the combat system of the card.

Coupled with the complex factors such as card position, attack order, attribute restraint, captain skills, etc., the playability of the card game's combat system has greatly improved.

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

This combat system can perfectly cover most of the worldviews, such as Pirates, Naruto, or martial arts novels.

There is a circular restraint relationship between various combat abilities, such as single milk gram instant kill, group milk gram instant kill, group milk gram range damage, etc. Players really want to find the five most powerful cards that match among dozens of cards, which requires a very long trial and repeated experience sharing.

Because the acquisition of rare cards is strictly controlled, it takes a lot of investment to either spend money or time.

This process is also full of fun and accomplishment for players. Therefore, the combat system of the card game is perfectly in line with the card training system. As a timeless classic combat system, it is enough for players to play repeatedly for 3 to 5 years without getting tired of it.

The third is marketing strategy and numerical stimulation.

This is a very broad content, such as operational activities (seven-day login, sign-in, growth fund, etc.), daily benefits (maintenance and diamonds, physical strength, online rewards, etc.), early numerical architecture...

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

However, if we want to talk about the earliest origin, it should have been in the web game and the rise of card mobile games, and finally became popular among all domestic mobile games.

Of course, this "Pavlov"-style numerical stimulation was criticized by countless players and game reviewers, but no mobile game company dared not to do these things.

Why? Because it is simple and effective, once removed, game data and revenue will experience a significant decline.

This is how this "numerical stimulation" system works.

First of all, the game must be free, attracting the most players into the game as much as possible. These people may not have any intention of spending money at all. It doesn’t matter, come in first.

After entering, there will be very detailed guidance from novices, so that players can experience the core fun and gameplay of the game as soon as possible. At the same time, they will not make any difficulty in numerical values, so that players can travel along the way.

This is the same as the first 300,000 words of online articles for free. Experience the pre-emption and pay later. Experience it first and then pay, and you won’t charge money if you are not satisfied.

However, this situation cannot last too long, from one week to three days, players will inevitably encounter some setbacks.

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

The so-called stop point is to block players, let them encounter setbacks, let players recharge money to buy combat power, and continue to challenge higher levels.

But this creates a problem. What should I do if a player who is unwilling to spend money when encountering a block? He has a high probability of giving up this game and stop playing it.
Chapter completed!
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