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Why is everyone willing to spend a lot of money on online games instead of spending hundreds of dollars on single-player masterpieces?
It is definitely one-sided to simply analyze the similarities and differences of players' investment in different games (buyout system and props charging system) without discussing the quality of the game itself and the player's game experience. The exquisiteness of a game design is called game quality; The fun of the game, we call it the player's game experience. The problem of the subject is divided into game experience and game quality. In our country, the purchasing power can't reach the level of developed countries. People are generally a little petty when spending money and think too much. And many people play online games for free, and they don't plan to make up the money. Their idea is that I won't feel bad if I quit. This is also the reason why lol Internet cafes hold up half the sky. Up to now, many people still play online games, and I haven't spent any money. . . This is a question of consumption concept, and no one is right or wrong.

Let's start with the quality of the game. The single-player masterpiece on Steam is definitely better than that in the glory of the king, but the quality of the game does not determine the popularity or profitability of the game. Just like an actor with better acting skills, does he have to be paid a high salary? Personally, I feel that online games are like eating a pot of rice. Not everyone is full, but you can ask the friends around you how they taste. Stand-alone is more like a work of art, and it is a game worth savoring and enjoying. Like Mission 4.6.8, I feel that there will be no better game than this plot (in my humble opinion, I mainly like it too much), as well as the walking dead game, portal and trinity. What is a real game? There are more and more new year games. Of course, good games will never be buried. I can only say that the technical level is getting better and better. If I can, I will definitely buy a set of equipment in the future and make up all the games I left behind! Let's talk about the player's game experience first. Is the player experience of the game masterpiece on steam necessarily better than some glory? It is normal for gamers with better game experience to spend more. If the game experience is not good, but the players spend a lot, it becomes a problem worth discussing. Most people in China are smart and don't like to suffer. The way of free games is very in line with our habits. You know, we can grow up in an environment of pirated games and movies. What? Playing games costs money? Do you want me to pay for the movie? You want to be beautiful! Therefore, smart game companies have complied with this trend and set their online games as free mode. Come on, let's play for free Guaranteed to be completely free, just play!

From another angle, comparing the glory of the king and League of Legends, which game experience is better (of course, there are various game experiences)? Judging from the core gameplay of moba, the game experience of League of Legends is much better than that of the glory of the king (most of the glory of the king's designs are basically copied from League of Legends). But in fact, the glory of the king far exceeds League of Legends in attention and profitability. In those days, most people were brought in by the slogan of free games, but do you think you earned it? Soon you will see the cleverness of online game companies. All kinds of built-in shopping malls sell powerful props, seduce you step by step, make you have the heart of comparison, make you competitive, and then the money will naturally be spent.

You can't judge a game by its popularity or profit. Just like the same water, tap water certainly sells best, but is it necessarily the best quality water? Similarly, the true value of the game cannot be judged by consumption standards. The game selling 98 on steam must not be as fun as selling 168? The right game is the best, and the most profitable game must meet the needs of most players, not necessarily the best game experience or the best game quality. In terms of game quality, it is not surprising if the quality of online games is better than that of stand-alone games (steam platform). Willing to invest more in better quality games. (Nongfu Spring is more expensive than tap water) If the online game experience is worse than the stand-alone game experience, players are willing to spend more money, and even genuine stand-alone games are rarely sought after. What is the reason? The stand-alone computer is different, and it is difficult for him to use free games like online games. If it's free, it's hard for him to collect any more money. Because there is no competition for single machines, they can only play by themselves. If he has any good props and good equipment, as long as he follows the strategy, he will definitely get it. He doesn't have to worry about being bullied by other RMB players, and he doesn't have to intrigue with others. As long as he plays his own game quietly, he can only operate by one-time buyout.

Game makers have a strong ability to make money, and players have a strange demand for games. Some people like to play with a knife, some people like to play with dogs, some people like to play with me, and some people spend precious time with you. And it is conceivable that the profitability of these games is good. I have to admire the level of domestic game manufacturers. I can earn a lot of money by this type of game, which has nothing to do with the game experience (maybe a few people have a good game experience) and the quality of the game. The level of making money is really high. World of Warcraft used to be the most profitable and popular online game in the world. Why not make a profit today? Because blizzard's grasp of the game market is too backward, there are too many specific reasons. It is said that the glory of the king's profit comes first, why can the glory of the king come first? Because the team behind the glory of the king (Mei Tian-Tencent) is absolutely first-class in the level and ability of making money.

The ability to make money includes many aspects, and the ability of game makers to make money has too many aspects. An answer is definitely not clear enough, and three main points are outlined. We don't know the changing trend of the game market terminal, and we don't know when the game time fragmentation began. We don't care about the trend of game terminals from red and white bully to game console to PC and then to mobile phone, but the major game manufacturers must know it, otherwise Tencent wouldn't have the layout of mobile phones "Fighting Landlord", "Running Cool Everyday" and even "the glory of the king". Look at Netease, the same game factory, mobile game fire, secondary fire, and I will come to "Yin and Yang Master". Isn't it a fire to survive in the Jedi? I want a mobile version of Operation Wilderness. PC games have ever-changing requirements for configuration, and mobile games may become the biggest winner. The profit of the game on steam is too normal to be a mobile game.

Consumer habits and game psychology of players, why do you give gifts when you first charge 6 yuan, gifts when you first charge 12 yuan, and noble logos when you recharge? Why can skin be sold for 228? Why do gift packages have to be discounted in the first week? Why do you have to design a gift model (PC is not common)? How to socialize the game? Why is there a monthly card? Why are there active values? Why are daily tasks designed like this? What items can only be purchased in RMB? We really don't know these contents for the time being, and even we don't know the specific design principles for the scale of vanity, sense of accomplishment and socialization of players. But Netease and Tencent must be very experienced in these.

Operation and promotion, Tencent has the communication software with the largest number of users in China, so operation and promotion are naturally easy. Netease has a mailbox, a huge player base, and its operation and promotion modes are also emerging one after another. So, what promotion model has Steam used in China? Did I send you a harassing email, or did I draw a red dot in your WeChat game to tell you that your friend has been playing recently? Or do you want to cooperate with major game portals and issue press releases? If it weren't for a Jedi to survive, how many people would know about Steam? In the era of information explosion, selling wine in the alley depends not only on incense, but also on the US Mission. What's more, at the beginning, Meituan had to rely on subsidies to cultivate users' consumption habits. Why can't Steam turn a 2-hour refund into a free demo? Why not take the initiative to pay the anchor, let the anchor play these masterpieces, and put the live portal directly on the platform (Tencent is doing this now)? Can even developers on Steam develop an independent prop payment system? With the rising consumption power of China players, is the Steam platform willing to make some changes to cater to the consumption habits of domestic players?

From the player's point of view, many previous analyses are from the perspective of game platforms and game manufacturers, and return to the gamers themselves. The fragmentation of game time and the popularity of smart phones are the reasons why players' game terminals turn from PC to mobile phones. Just like the bully was eliminated and the computer was superior, now everyone has eliminated the computer and played games directly with their mobile phones. So there will be a prop in the mobile game today, even more expensive than a PC-side stand-alone game masterpiece. Because players have no time and no chance to experience "stand-alone masterpieces" on the PC side, or the most glorious era of stand-alone games in China has passed. It is estimated that after the player is injured by the online game charged by props, the paid PC stand-alone game still has the power of World War I.

Then there are the game consumption habits of players that many respondents said. In fact, the consumption habits of domestic players have long existed. It can be seen from Survival of the Jedi that many people are willing to spend 98 yuan playing games. Exaggerated, how many players who have played tencent games don't spend a penny? World of Warcraft, 60-70 years, how many people spend money to play? Players don't care whether to pay first or later. It's just a stand-alone game, which has never been accepted by players. Just like take-away and taxi software, the market needs to be cultivated and users need education (subsidies), while domestic players lack the opportunities and conditions to contact stand-alone game masterpieces from an early age. Other respondents have already answered this point in detail, so I won't repeat it. Generally speaking, in today's era, any game can make money, whether it is a shoddy page tour or a well-designed end tour. As for predicting which game is more profitable, many game manufacturers are also at a loss.