After carefully reading the report, Wang Chuan could tell that these figures were excerpted from articles published by several well-known domestic media outlets!
In addition to these, the above also lists the situation of each manufacturer after the game was launched.
In fact, before this, Wang Chuan asked Zhao Jing to collect some information.
He even downloaded these games himself, played them himself, and experienced them.
Combining his own feelings with the report analysis of Wei Wei, Huang Shanshan and others, he had some understanding of this market.
For strategy games like SLG, if the game itself is not very attractive, then the superb data must be supported by high promotion costs.
Similar to the manufacturers in the market today, their operating strategies are similar.
They all involve large-scale operational intervention and overdraw future potential.
Every newly opened server needs to have a large number of heavy-spending users in order to recoup its costs.
The result of this is that those players who spend little or no money have all become the beneficiaries of heavy spenders.
They are the kind of people who are just running behind. After all, the amount of money they spend is just a drop in the bucket compared to the heavy spenders. It is not worth mentioning!
The game manufacturers’ tactics are pretty much the same!!
In the early stage, the main focus is on upgrading the city, consuming resources according to the main tasks, upgrading various buildings, and then waiting for the cooling time, and repeating this cycle.
In the mid-term, because the city buildings require a lot of resources to upgrade, players either have to choose to spend money or rob other players on the map. In this complex situation, the players' mentality of spending money is constantly stimulated.
This is the characteristic of the more famous SLG games on the market. Based on this, it is destined that only large manufacturers can afford this kind of game.
Therefore, the main income of this type of game is concentrated on the heavy-paying players in the game, because the payment idea of the game itself is to make a group of wealthy players spend money to the end.
Ten thousand yuan is no big deal, one hundred thousand yuan is just for show, and several hundred thousand yuan is the normal level.
And that's why one heavy-spending user is enough to outshine thousands of light-spending players.
Therefore, these game manufacturers choose to please heavy-spending players and do everything they can to make the gaming experience of these heavy-spending players the best.
But "Rate of the Land" is completely different from these voluptuous sluts.
He mainly uses the season mode. Even if the recharge amount in a season is tens of thousands of yuan, he is already considered a heavy krypton gold player.
Of course, more players belong to the light-spending level, and most of them are monthly card users.
The reason why it is different from other games is also related to the game mode itself.
Compared to other similar SLG games, players on a server are all trying to please the top few heavy-paying players, and everything is done to make those few players different.
In "Rate of Kingdoms", unity among players is more valued. Sometimes, the side with more people has a greater chance of victory.
Just like the Three Kingdoms era, although powerful generals (heavy-spending players) have greater strength, in this chaotic situation, the side with more people (ordinary players) still has the advantage.
Therefore, the game mode of "Rate of Kingdoms" is to do everything possible to enable good interaction between players.
It can even be said that all functions are to support the players' war activity and growth.
In short, allow ordinary players to truly participate in the game and have a good experience, and let heavy-spending players play a leading role in this war.
Let everyone work towards the same goal.
This is the core charm of "Rate of the Land"!!!
Therefore, in the previous life, the treasure system was introduced in the subsequent version updates of "Rate of Kingdoms", which immediately caused the reputation and playability of the game to decline rapidly.
It is because the introduction of the treasure system has directly widened the gap between the once united heavy spenders and the average users, and even caused conflicts!!!
This is exactly contrary to the core of "Rate of the Land" itself! !
Therefore, a once powerful overlord ended his own life and made way for the newcomers!!!
Thinking of this, Wang Chuan couldn't help but sigh in his heart.
Wang Chuan has a basic understanding of the general outline of the entire "Rate of the Three Kingdoms".
What really requires careful crafting is the extremely complex combat rules in the game!!!
Because in "Rate of the Land", the same battle can support hundreds of players, fighting together! !
Moreover, there is a combat system in the game, and this combat system is also the main difference between "Rate of the Land" and other SLG games! !
There are countless different tactics that players can combine at their own will.
If you match them well, you can definitely defeat the strong with the weak!!!
This is also what makes the strategic gameplay of "Rate of the Land" interesting to players! !
"Well, good, it's all well written. You passed this time!!"
After Wang Chuan looked at them one by one, he smiled and nodded at Huang Shanshan.
"Okay, boss, I'm going to go out to work first!!"
Huang Shanshan happily made a "yeah" gesture behind her and then said to Wang Chuan.
After Wang Chuan's long training, occasionally asking her to write an analysis report and meticulously guiding her, she was finally able to hand in a perfect report!
"This girl~~~I haven't finished yet..."
Watching Huang Shanshan disappear, Wang Chuan shook his head, feeling both amused and helpless.
Then he put the report aside, opened the Pangu Editor backend, and sent a copy of the document to Huang Shanshan and Wei Wei respectively.
He also attached a sentence, asking the two of them to think carefully about it. If they really couldn’t understand it, they could come to him! !
What was sent to the two was the plan of "Rate of Kingdoms". As early as after "Three Kingdoms Kill" was launched, he took out the time and wrote out this plan with the help of the memory searcher.
There is no need to say more about this process. Anyway, it is not very beautiful~~~
Although "Rate of Kingdoms" is just a mobile game, in this life, he plans to make it dual-accessible on mobile and PC.
Therefore, the complexity of the entire game can be said to be comparable to a 3A masterpiece.
Of course, this doesn’t mean that this game can be equated with a masterpiece, it’s just the complexity of its production.
For a real masterpiece, given the background of Wang Chuan and Huangtu Games, it is still a little bit short.
But it’s almost here!!
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