Almighty Game Designer Chapter 344: Just not fun


After much deliberation, Lin Zhaoxu decided not to change.

In the game circle, the first lesson every game designer learns is not to change your design thinking because of the dissatisfaction of some players.

(Of course, this one can also be applied to all creative activities.)

Because for most games, players who don’t like to play do complain. This is normal, but there are more players who play well and they won’t complain.

If only the complaining players are noticed, a kind of "survivor bias" will occur. Making changes to the game based on this will not only destroy the design ideas and game features that have been continued, but also make those players who have no objections dissatisfied and cause greater losses.

Lin Chaoxu naturally understands this way. From the current point of view, "The Ancient Catastrophe" is far from the situation that requires a strong man to break his wrist. It still maintains growth, but the growth rate has slowed down.

Moreover, taking care of the feelings of high-end players is contrary to the research and development idea of ​​"The Ancient Catastrophe". It was originally intended to harvest games for low- and middle-end players, and high-end players would not like to play.

What's more, "The Ancient Catastrophe" is highly praised because it is not the same as "League of Legends". If it is changed according to "League of Legends", where is the core competitiveness?

Lin Zhaoxu thought about it for a long time and said: "For the time being, I will not change the gameplay, and have a few more operational activities. First, I will get the data and popularity. In addition, I will continue to pay attention to this matter and report to me at any time. ."

Jin Jie nodded lightly, Lin Chaoxu's thoughts coincided with him. This is indeed the safest way to do so.

……

At the end of June, the data of "The Ancient Catastrophe" suddenly began to fall sharply.

This happened suddenly. Within a dozen days, the number of daily active users and player game duration of "The Ancient Catastrophe" began to drop sharply, and even the players in the game were very clear. Feel this loss.

On the official forum of "The Ancient Catastrophe", many players are posting discussions.

"How do you feel that there are fewer people playing recently? The match used to be very fast, but now sometimes it's up to one minute, and there are also masters with significantly higher combat power."

"I also feel that there seem to be fewer and fewer people online in the friend list. The good engine oils that were previously black have not been online for several days."

"Me too, 5 days before my friend went online."

"Our "The Elder Catastrophe" player group hasn't discussed this game much recently, a lot of discussions about mobile games and "League of Legends"."

"Is it because it's still testing now and hasn't officially launched yet? It's time to be officially launched. The quality of this game is so good, the emperor should quickly promote it, and it can't be delayed!"

"Yes, I think it is because it is not officially launched, right?"

"This game is so fun, why don't you guys like it? Go ahead and get some cute newcomers, so easy to use!"

"Don't make a big fuss, okay? The fluctuation of the number of players is a normal thing. How can the game of Emperor Dynasty have fewer players? When it is launched, it will definitely be popular!"

……

In fact, what the players don't know is that the designers of "The Ancient Catastrophe" and Jin Jieguang are more panicked than the players, because the players can't see the background data, but they can see clearly.

The active plunge of this magnitude can no longer be ignored. It has endangered the life of the game "The Ancient Catastrophe".

If there is no guarantee that these old players will stay in the game, then no matter how to promote and attract new users, it is useless.

The algorithms and results of one valve for water intake and one valve for draining water have been known to everyone since they were in elementary school.

Everyone is very puzzled, what is going on?

Isn’t it good when you first started the closed beta? Player retention rate is also good, satisfaction is also good, it satisfies the needs of low-end players very well, and it is also differentiated from "League of Legends".

Everyone is very satisfied?

Why do you feel cold after the closed beta has not ended in just one month?

This kind of cliff-like speed of decline has never appeared in so many games operated by Dichao Interactive Entertainment, unless some serious operational accident occurred.

However, "The Ancient Catastrophe" is still in the testing stage, and I didn't dare to open too many operational activities, let alone operational accidents.

What happened?

Dichao Huyu distributed a large number of questionnaires to players who abandoned the pit, and the most received answer is: This game is good everywhere, but it is not fun.

Jin Jieguang was dumbfounded, where is the problem of "not fun"?

The scope of this question is too broad, it is impossible to locate it!

The designers and operators of "The Ancient Catastrophe" are also racking their brains to do activities, change the gameplay, and get the game back on track, but it is useless.

The heat of "The Ancient Catastrophe" is still cooling down day by day.

……

"Everything is good, but not fun."

This sentence should be the biggest insult to a designer.

Because the implied meaning of this sentence is ~IndoMTL.com~ The graphics, quality, and feel of this game are all right, but the gameplay is not good.

The problem with "The Ancient Catastrophe" is here. The key to not being fun is that it has a problem with its gameplay.

Of course, strictly speaking, Chen Mo and Jin Jieguang were pitted by Chen Mo, but the pit was dug very inconspicuously, and it didn’t look like a pit at all, so Jin Jieguang stepped in without hesitation.

When "The Ancient Catastrophe" just started testing, the feedback from the players was very good. This game did take care of the feelings of novice players by reducing the difficulty of getting started and clarifying the goals of the game. Certainly success.

But the most critical issue is that novice players will not always be novice players.

When the first batch of novice players grow into veteran players, this game mode is barely persuading you to leave.

Therefore, there needs to be a delicate balance between the three groups of players, novices, veterans, and masters. COG pays too much attention to the experience of masters, while "The Ancient Catastrophe" pays too much attention to the experience of novices, and they all cause an imbalance.

In contrast, COG pays too much attention to the experience of masters, but it is better. It is nothing more than turning the game into a **** niche game, and it is no problem to survive safely.

But "The Ancient Catastrophe" puts too much emphasis on the novice experience, causing the loss of **** players, which is very fatal. Because it is **** players who really prop up a game, and novices are dependent on it.

Novices slowly become **** players, and **** players accelerate the loss, and novices will slowly stop entering the game.

When a novice grows into a **** player, he looks back and sees the gameplay settings of "The Ancient Catastrophe" that once attracted him, and they all turn into disgusting things.


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