Game Design: It is Very Simple For You To Fill In?

Chapter 259 All efforts will bear fruit!

After the release of the handheld and the game this time, the response on the Internet was mediocre. Although the sales continued to increase, no one gave any feedback on the Internet.

There are also very few player comments in the comment area of ​​the game. Compared with the thousands of pages of message boards in previous games, these hundreds of pages of messages seem a bit deserted.

EA is also looking at two games from Sprout Studios.

Three days after the game was released, the number of online players in Battlefield 1 decreased visibly with the naked eye.

Although it didn't hurt the fundamental vitality of the game, it was also a big difference from the previous number of daily active people.

As we all know, the number of daily active users and the proportion of new players in the game are both crucial links in determining the lifespan of a game.

Even if you have a good daily activity, but new players quit for various reasons, it will also consume the life of the game.

Before Germination released the game, EA also had a little fluke in mind.

That is the game that Black Star sold to him, whether he has the ability to touch the game that is used by Germination Studio to escort the handheld.

But as soon as Germinal Studio's game was released, EA once again felt the appeal of the old thief's fans. Just releasing a new game brought back a large number of old players.

They looked at the game data of those players who were not online. Before the release of the new game of Germination Studio, all of them were daily active players who spent several hours on the battlefield every day.

Now these players are not online?

Seeing these data, EA was so heartbroken that he couldn't breathe.

But he also understands the popularity of the new game release. What he wants to see is whether these players will return to Battlefield 1 after a period of time after the new game is released.

They are veteran game manufacturers who have witnessed the growth of Germinal Studio. When the words "handheld exclusive" come out, it is enough to represent that this game can lead the handheld to kill a bloody road.

Just like when Dark Soul was released, an era of Soul was divided in the game circle!

When Soul of Darkness was released, these game manufacturers didn't understand why a game that kept players dying could so stimulate the players' spirits.

Are they simply fond of masochism?

The fact is, as everyone's game time deepened, they realized that the sense of accomplishment brought by the player's personal growth in the game is really unparalleled.

In reality, you may not get any rewards for your hard work, and you can only get a meager salary for a year of hard work.

But in the game, if you work hard for a long time, you can really beat the boss that you can't beat, just like the boy without talent in the novel, after practicing the basic skills day after day, you can really become the best in the world swordsman.

Number one in the world, what a distant word.

But in the game, after trying to overcome one difficulty after another, you can also climb to the top,

In the end, the remaining ashes of no fire can really cut down one after another the salary king who is in charge of the last flame.

All with visible results.

At the beginning, some game companies questioned, aren’t these games all backplanes?

Skills, forward swings, hand raising movements... as long as all of these are memorized, fighting the boss will become a very simple matter.

Facing the game company's question, the player admitted without hesitation and generously, "Yes, even if he is the backplane, I like it too!"

Who doesn't work hard day after day in life?

So now, these game manufacturers don't understand either.

Will there really be a market for the two games released by Germination Studio?

Both games have weakened the combat skills. Compared with the previous series, it really couldn't be simpler.

Seeing the combat modes of the two games, especially Zelda, it is completely possible to kill monsters remotely without confronting monsters head-on.

They just followed the old thief to appreciate the joy of growing up brought to the player by the attack mode of the backboard, and now they have to try to understand this extremely free and unskilled fighting method.

Even in this game, none of the monsters in the wild force you to kill them.

When you see huge monsters, you can choose to go around the road, or you can go behind them.

Some treasure chests guarded by monsters may need to be killed to open them, but most of the chests can be sneaked into and taken away.

Or open the box openly in front of the monster.

Will players really like something that doesn't have the nature of combat skills?

The liver seems to be the object of these two games.

After all, they are not players. When the game is started with a purpose, it is difficult to obtain the greatest happiness in it.

Freedom is the greatest joy of these two games.

They are game companies. Although they are a whole, they can only be regarded as a small individual in a huge player base.

Individuals with a small base cannot get the game experience of most players, so this is the reason why many game manufacturers will conduct questionnaire surveys. From the surveys, we can know the game impressions of most players.

Seeing that the reviews of the two games are only a few hundred pages long, many game manufacturers frowned.

A base of several hundred pages is too small for a game, and the reviews given are all about the same,

'It's a good game. '

'It's worth playing! Everyone rush! '

"Very...not...Jane..."

‘I’ve been playing for 40 hours, my heart beats a little faster just now, I suspect I’m going to get karma soon...’

...

Yes, the game has been released for three days, and there are still a few sporadic players leaving messages in the comment area of ​​the game. Looking at their game time, most of them are around 30 hours.

Are their comments representative of most players?

cannot,

Because these bases of comments are still small compared to the huge game download group, the survivor effect cannot be used to characterize a game.

Thirty hours, is this a lot of time?

It's not uncommon for some crazy student players to play twelve or three hours a day when a new game is released.

In the comments in the comment area, these people who have played for thirty or forty hours will get some comments from gamers.

'Damn it! You have been playing for so long! Go crazy! '

'So hardworking? You don't want to die? '

'Don't play anymore, I'm afraid you won't be able to stand it! '

...

EA looked at these comments, and they didn't understand. When the Battlefield server first started, there were not a few players who spent fifteen hours a day. After the first three days, they spent all their time in the game except for sleeping and eating.

That's it, and I haven't gotten a reply of 'I've been playing for so long and I'm dying. '

They do know that the game anchors in every country will have liver games that are not offline.

But streamers are streamers, and their job is to broadcast games live.

It's normal to play a little more.

Are Budding Studios games hard to play now? Why does everyone say such things?

Will it become a bad thing after playing for a long time?

Shouldn't this be evaluating a game as fun?

If the value is taken locally, the average game time of the players in the first three days of Battlefield One is the same as the players in the comments, which is 40 hours.

But in the next second, the relevant personnel of EA statistics felt a chill down their backs.

Battlefield 1 was accumulated by playing more than ten hours a day, but now they play it without sleep...

That really sucks!

Two more chapters later

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