Kapitel 49

As a result, a small group of players will spend money to enhance, add holes, and synthesize items, and then enjoy a few PVP battles.

...

This infinite loop pushes price discrimination to its extreme.

If he's willing to spend 1 yuan, then he can spend 1 yuan. Let him have his fill of 1 yuan's worth of fun, and let him play or not play as he pleases!

If someone is willing to pay 10,000, we'll find all sorts of ways to squeeze them dry in every way, making them enjoy themselves for a while... but they'll have to pay another 10,000 next month, otherwise the service will end!

For those willing to pay 1 million, the game doesn't currently offer many opportunities for them to enjoy themselves, but it allows them to freely enter and exit PVP battlefields, wear beautiful clothes, stand around with a glittering ID above their head, and enjoy the feeling of being worshipped by thousands—this is the most valuable thing, an ultimate experience that other balanced games cannot provide!

Every place only needs a little bit of impulse to spend.

After the impulse subsides, a corresponding pleasure is also given.

So, do the players want to keep having fun?

In the first few days after its release, "The Heaven-Defying Technique" received moderate to high praise.

Since the majority of players, who are mostly poor, are still receiving income from daily check-ins, it seems that the Dragon Slayer Studio is quite generous, as they are given a lot of money every day just for checking in.

The game had a pretty good player retention rate in the first three days, with a large number of players staying until the third day.

However, a few days later, its reputation began to decline sharply.

Because low-level players have already been thoroughly humiliated in PVP battlegrounds for several days.

Naive and innocent players of the Chaoyang Alliance have never seen a game with such unbalanced stats.

Even a player who only spends 1 yuan can easily defeat a free-to-play player with a win rate of around 99%. No matter how good the skills are, they cannot make up for the vast difference in stats.

So here's the question.

The newbie you used to beat up has become much more impressive after spending just 1 yuan. Not only is his ID more eye-catching and his character prettier than yours, but he's also now beating you up, staging a "rags-to-riches" story.

Now I'm giving you a chance to recharge 1 yuan and beat him up again with just 1 yuan. Are you in?

This is malicious bidding.

What's even more outrageous is that they previously let you teleport to complete tasks for free.

You can complete a level 10 running errands task in just 1 minute and earn a lot of money.

Then you happen to see that the shop has some really good items, like SSSSR shards.

You're really only 10 currency points away!! But the next ten rings won't let you teleport.

If you run it yourself, it will take you thirty minutes, and by then the rare item will have already been respawned.

—Did you directly recharge with real money, exchanging 1 yuan for 1000 points of currency to buy SSSSR fragments?

—Or should we just take a one-time solution, spend 6 yuan to buy a teleportation item, and teleport to complete the daily quests for 30 days?

Mingyan put both options in the task help section and gave you a kind smile.

Author's Note: This novel will be available for purchase this Thursday (28th). Thank you for your support!

☆、The Precious Sword Emerges from the Mountain

Games that rely on numerical values and quick sales are considered a "cancer" on Earth in the 21st century.

His representative works include "I am a scumbag x"... Oh, sorry, his representative work is "Greedy XX".

Speaking of this masterpiece, many game developers scoffed at it at the time, and many gamers also expressed their disdain.

"You can make money from this kind of weird stuff?"

However, it actually makes money, and its profitability is astonishing.

Monthly revenue exceeded 500 million.

Yes, it was this game, devoid of any sincerity and whose every word screamed "money grabbing," that reached the pinnacle of profitability for domestic online games.

Sometimes, player reviews don't tell the whole story.

Take, for example, domestically produced trashy web games. Many young people are criticizing them, and their game ratings have plummeted.

But game developers keep making this kind of garbage.

Why could that be?

—Of course, it's because the market is too cheap.

Authors need to eat, game developers need to eat, and investors need to eat too.

As gamers themselves, "hardcore" gamers demand that games possess both visual appeal and depth, appeal to all ages while also being innovative in their themes, be both easy to understand and sophisticated, and offer both a smooth gameplay experience and challenging gameplay.

If creators make such a good game, they should reward them with high praise, and everyone will be happy.

If creators can't produce it, or don't meet such high standards, then of course they won't have a good reputation.

A game like this often requires a team of hundreds of people to design and refine it over several years, costing tens of millions of dollars.

But these hardcore gamers can't afford to support them!

Yes, most of them will think that games priced above 99 yuan are too expensive, and they may give up playing them altogether, or they may turn to piracy.

For games priced below 99 yuan, manufacturers need to sell over a million copies to recoup costs.

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