Chapter 453 Time fee system and item fee system;
Chapter 453 Time fee system and item fee system;
Chapter 453 Time fee system and item fee system;
This charging method has never appeared in this world.
"Is this possible?"
Xia Yu was a little taken aback.
Console and handheld games adopt a very traditional "buyout system".
The platform party is responsible for selling game cassettes, and calculates the profit data by the number of sales.
Later, Tian Moyun launched the [Game Hall Mode], charging according to the number of times.
When computer games began to rise slowly, Tian Moyun played new tricks again.
"My Homeland" is almost completely free, only relying on the recharge of some additional props to make money.
"Jianghu Kill" relies on drawing cards and unlocking new DLCs to make money.
Later third-party "Medal of Glory", "Defending the Frontier", and "Legend of Jianghu" have followed suit and developed profit methods for selling props and unlocking plots.
When it comes to "Legend of Sword and Fairy" and "King of Medicine", it becomes a paid chapter, a complete stand-alone game.
……
The birth of these profit methods has almost completely finalized the entire game market.
Host/handheld terminal: one-time buyout system fee.
Arcade side: charge based on the number of times played.
Computer terminal: first free, and then charge in batches according to the content and props.
This is the intuitive difference that many manufacturers must first consider when designing games.
Many manufacturers are in the process of "transformation" because they did not grasp the changes brought about by these different charging models.
And now-
Tian Moyun proposed a fourth charging method.
Billing is done by game time.
Xia Yu was a little surprised by this profit method at first, and then frowned, wondering whether this method could be successful.
……
"Whether it is feasible or not, how will you know if you don't try it?"
Tian Moyun's mentality is still very good: "Actually, there are also successful cases of time charging. There are such elements in "My Homeland", but you see, the players' acceptance is still very high."
The pet dog that guards the house?
Xia Yu nodded thoughtfully, understanding a bit.
""Hot Blood Legend" is a multiplayer online role-playing game. This kind of game is more like "My Homeland" and "Jianghu Killing". It is difficult for manufacturers to support the popularity of the game and the enthusiasm for subsequent development. Once the number of players reaches the upper limit... the background maintenance, broadband fees, and server costs alone are astronomical."
Tian Moyun said lightly: "Therefore, we must find a way to make long-term profits. After careful consideration, the most suitable long-term profit method for this kind of game is to charge according to time and force players to pay. Win-win for players.”
……
Throughout the development milestones of online games, the time charging model is essential.
Because only in this way can the long life and popularity of a game be maintained to the maximum extent, and it can bring a steady stream of profits to game manufacturers.
And if it's a buyout system...
It was cool to make money in the early stage, but when the number of players stopped growing, the manufacturer had to bear the costs of game operation and maintenance, subsequent version development, broadband fees, server fees, program groups, etc. in a state of zero income...
As far as the current national conditions are concerned, these messy things are enough to bring down any game company.
There must be at least a few prerequisites for the online game buyout system.
1. Continue to add new users.
2. The way to buy out is to lock the hardware, not to sell the account.
To put it bluntly, apart from the profit of props that do not affect the balance of clothing, the biggest profit of the buyout system game should be: the game volume changes, the computer hardware is eliminated, and the game is re-purchased when the computer is replaced.
However, the current domestic market is obviously not allowed, and it will take a long time.
……
After giving up this immature idea, there are only two choices.
Having experienced the entire game development history of Earth in the previous life, Tian Moyun still has a very fresh memory of the development history of these two modes.
Because that period of history contains strong Chinese characteristics.
Two charging modes -
Time fee system and prop fee system.
The former is the "pure" appearance of the earliest online games.
The game is relatively balanced internally. Ordinary players have the same gameplay as ordinary players. RMB fighters have the efficiency of RMB fighters. The difference between rich and poor is not that big. Skill, strategy, luck, hard work... these factors are more important.
When "Legend of Hot Blood" was first released in the previous life, in order to fight a boss, upgrade, and play dungeons, I don't know how many players were crazy day and night.
Everyone always firmly believes that as long as they work hard enough, RMB fighters should bow down and surrender in front of themselves.
certainly--
The RMB fighters are not completely helpless, their most direct countermeasure is...acquisition.
Spend money to acquire high-level accounts, and easily defeat the advantages brought by many people's crazy livers, and once again stand at the top and enjoy the much-anticipated worship.
And this also gave birth to a new profession: Dajin Studio.
There are such a group of people, whose job is to be responsible for the crazy liver day and night, sell the props and accounts that are typed to the local tyrants, help the local tyrants save precious time, and enjoy the pleasure of "one knife 999".
Well... that's another story.
Always, under the "time fee system", online games are still very good for players. It is normal for a game to be popular for several years.
but--
Along with the popularity of the "time fee system", another new model that surpasses the former has emerged.
That is the item fee system that countless players hate...
The slogan of the game is free to play is really loud.
As a result, after entering, the sinister face of capitalists was completely exposed.
They will tell you: Hurry up and recharge me with money. Only after recharging the money can you be qualified to call me dad. Otherwise, you are just a program being played by me. So what?What can you do with a poor coin?
At the beginning, they would not be so blatant, and would be a little more tactful.
But when the "props fee system" completely surpassed the "time fee system", the nightmare came.
What are "999 knife [-]", "Dragon Slaying Sword, click to send it", "New area has a high explosion rate, and the equipment can be recycled"...
All kinds of dazzling operations are like reaching into the player's pocket to grab money. How is it different from robbers and robbers?
However, the "simple players" who are too greedy for small and cheap things like this.
Bad money chasing good money is a normal phenomenon in the consumer market.
……
When Tian Moyun was working on the design draft, these two charging models also flashed through his mind.
But he didn't think much about it, so he gave up the latter and chose the "time charging" profit method.
perhaps……
In the future, with the advancement of technology and the emergence of "free Internet giants", games that charge for items will still be inevitable.
But at least Tian Moyun didn't want to do it himself.
He always felt that those were not games, because they didn't look like games at all, they were just all kinds of bad works that used human psychology to cheat and abduct.
(End of this chapter)
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