Page 534
Page 534
The resources provided by the monthly card are actually not much, and if you're a little unlucky, it's no different from not spending any money at all.
Therefore, many players only buy a few monthly cards at the start of the game to get some resources, and then they stop buying monthly cards once they have enough resources.
In this situation.
If the new version's content is appealing, monthly pass holders and mid-level spenders might spend more money to acquire the characters.
But what if the version content is garbage?
That would basically be the end of it. The decline in revenue forced miHoYo to increase the strength of the new characters.
If new characters are too powerful, veteran players will feel that their current spending is not worthwhile, creating a vicious cycle.
In this timeline, miHoYo still chose this path.
However, Lin Li has been making adjustments based on various data and feedback over the past year or two, trying to find a path that belongs to Xinghuo.
The core of this approach is long-term operation.
Simply put, it significantly improves the experience for low-spending and mid-spending players.
Sparks have been active for the past two years.
Many games, if you only look at their revenue figures...
The total amount seems to have remained unchanged.
It seems to be the same every month, very stable.
But if you look at the details...
You'll find that Spark Games' revenue sources have been constantly changing.
From the early days of Battlefront Girls, which involved selling quick construction plus skins, to the FGO era, which involved gacha pulls plus skins, it has gradually evolved into the current model of monthly cards plus skins.
Take the Frontline Girls, which has been operating for more than two years, as an example.
In early 18, they launched the monthly pass system, also known as the pass system.
It was very successful as soon as it was launched.
Players gave it unanimous praise.
why?
Because of the Girls' Frontline monthly pass, if you complete all the tasks, you can get the equivalent of 98 yuan worth of gacha resources, plus a limited skin, and some regular resources.
It's equivalent to recharging 98 yuan and getting a skin and resources for free.
This discount is quite substantial, and if you've already completed the previous pass, you'll get an additional discount on renewal, making it only 68 yuan after the discount.
If you add a small monthly card.
After playing for a few months, you can basically complete the character collection, and you can get a nice skin for your favorite characters.
The gameplay experience is exactly the same as that of players who spend a lot of money.
The only difference might be the rings that whales can wear, which can function as chainmail.
Speaking of which, Battlefront Girls actually has an achievement of a collective oath.
If the conditions are met, a huge full wedding dress scroll and a unique serial number will be given as a gift.
If you're on sale with wedding rings, it will cost approximately 1 RMB to achieve this.
At this point, the number of players worldwide who had achieved this feat had reached over 2, and these 2 players together provided Spark with over 2 million in revenue.
Chapter 108 A Unique Demo
This set of logic.
This theme is also reflected in later games like Azur Lane, Arknights, and Endless Lost.
Aside from FGO, the gacha resources provided by the monthly and monthly cards, combined with one's own resources, are generally enough for a player to complete their collection. If a player wants to buy a particular skin they like, that's an extra expense.
In short, from the kernel perspective.
The Spark program during this period may seem flashy, but its core logic is simply to bring back the point card model in a subtle way.
A 30-yuan monthly pass will allow you to play comfortably, while a 98-yuan monthly pass will satisfy your advanced needs. Finally, there are skins, rings, and various other peripherals that you can buy for your passion.
If you also enjoy collecting the Starspark Collection, the expenses may be even greater.
The reason FGO didn't change anything is because Japanese players are too crazy; they mindlessly spend money on any new character. The Summer Spark swimsuit skin was one of the best-selling items in FGO...
As a result, even in an environment like Spark, the FGO studio has never really paid much attention to promoting the monthly and monthly cards.
You can't say they didn't move.
Overall, however, they are more concerned with creating engaging content and faithfully recreating the storyline.
Ever since the Summer Spark FGO event story was revealed.
In the following versions, the FGO studio became particularly obsessed with the story presentation.
In the latest storyline, there's a scene where players need to push open a door to the outside world. FGO added an animation for this scene, actually drawing a door on the screen.
After the player pushes the object away, a high-budget animation plays...
In addition, a large number of dialogue sequences are constantly being added, making it as predictable as the mini-games that players would guess in each new version of Girls Frontline.
FGO players are now speculating about what special story presentation techniques the next version will feature.
Let's return to the topic of game operation.
Spark's monthly subscription model is slightly different from the monthly subscription models of other games.
That means that Spark's monthly card does not require daily check-in or login.
Once you purchase it, the daily resources will be sent directly to your email.
The most valuable skin in the monthly pass, also known as the battle pass, is given out at level one.
It may seem like a small detail, but it has brought about many changes.
Especially for players who play several games at once, some of which they may not play much, they will still buy a small monthly pass.
At certain times, they would call it "harvesting the crops!"
Then log in, collect some resources, go through the main storyline, play for a few hours, and if you enjoy it, you might play for a couple more days.
And when you open it again after you've had your fun, it might be the next month or the next version.
Anyway, overall.
This is within a reasonable range of payment and return; that is, you get corresponding or even unexpected positive feedback based on how much RMB you pay.
This is completely opposite to miHoYo's logic that only heavy spenders can have a good experience.
And the paid model based on Spark.
This naturally leads to the equation that player size equals revenue.
However, this model is not yet mainstream in the industry.
The prevailing view in the industry is that as more and more games are operated for a long period of time, the market will become saturated.
Because of the Linli model, to make money, players need to be immersed and engaged.
But players have limited energy.
If you don't take advantage of the peak spending period when the server is open to scam a bunch of money, you won't have the chance to do it again.
And
Spark's model will reduce the willingness of heavy spenders to pay, and this part of the revenue is something many manufacturers are unwilling to give up.
Why is the gaming industry so profitable?
Why are there so many low-quality games with only a few thousand active users, yet still generate considerable revenue?
It's because wealthy players are really willing to spend money.
Of course, Lin Li himself never responds to these questions.
In Spark Alliance, the paid approach of Spark Model is only recommended.
As for whether everyone will adopt the Spark model and cause market saturation.
Lin Li did have an explanation for this.
A long-term operating model does not mean trying to control all the players in the world.
In fact, this is without long-term operation.
In today's gaming market, it's rare for players to play multiple online games at once.
I usually play one or two games at the same time, and switch to the next one when I get tired of it.
Long-term operation is actually the solution to this problem.
Secure a specific customer base, continue paying for content, and maintain ongoing content creation.
This will only make the game better and better. With 10 people buying monthly cards, the monthly revenue is several million, which is enough for a company to live very comfortably.
Not to mention that if 10 people actually buy a monthly card, your skin rewards and other benefits will definitely not be zero.
~~~
We've gotten a bit off-topic.
Back to Adventure World
Lin Li also uses a similar charging model for this game, except that he has removed the gacha system in this game.
Only monthly cards (both small and large) and skins are available.
This charging model, along with the current trend of many domestic MMORPGs trying to incorporate gacha systems into their games, is completely contrary to the principles of gacha games.
Having determined this pricing model, it means that "Adventure World" is destined to be a game that relies on high volume.
However, Lin Li wasn't too worried about this.
This is a game of expanding the market; as long as people are playing, that's a good thing.
Therefore, when describing the entire game, Lin Li did not mention the pay-to-win system at all.
Because there are no pay-to-win equipment in Adventure World, nor is there any way to become stronger by spending money.
The corresponding consumer pyramid would then no longer exist.
Furthermore, the game is not based on numerical values for payment, and the difficulty of the monsters is not so exaggerated that you will definitely not be able to defeat them unless you reach a certain value.
Players with particularly poor equipment can still obtain some basic equipment by completing a series of system adventure quests before forming a team.
In this way, many problems are easily solved.
For the development team.
The biggest problem is how to make this multiplayer game fun and engaging.
That's all we've talked about so far.
Lin Li looked at the many people in the audience who still seemed a little confused.
"Well, I feel that talking about the system like this is a bit dry. Let's put ourselves in the system together and see if it's really attractive."
"Now, we're like we've entered the game."
"I've accepted a mission, well, this mission is to trade in the Elf Town."
"Okay...you guys choose your roles first."
~~~
With the description of Lin Li.
An extremely bizarre "game" demo event has begun.
"Three years ago, a strange thing happened in the Star Moon Forest. A white light fell from the sky and landed in the forest."
"After that, the Elven Gate closed its channels for foreign trade."
"At first, people didn't pay much attention, after all, most of the things the elves produced were just works of art for the nobles. However, over the past three years, as goods became scarce, the prices of elven products have risen year by year..."
Lin Li casually gave the mission a background.
chsdbacks