Game Entertainment Empire

Chapter 1041 MMORPG

Hearing Lin Jiayi's words, Yang Chen also nodded in agreement.

VR games don't lend themselves to RTS, or more traditional RTS.

Because if you want to develop RTS games on the VR platform, you must make a change.

That is to reduce a lot of cumbersome operations, simplify operations and strengthen the strategy.

This is something that most RTS games are currently doing.

Some players even publicly stated that the RTS on the VR platform is more like a variant card game.

For example, the two-line operation in the RTS such as "Warcraft", or even the three-line operation, such wonderful micro-operations as cross siege, are basically difficult to see in new types of RTS games.

"It's not an RTS game, but an MMORPG." Yang Chen looked at Lin Jiayi and said.

MMORPG?

Hearing Yang Chen's words, Lin Jiayi couldn't help but widen his eyes.

The conventional translation of MMORPG is a massively multiplayer online role-playing game.

Of course, some players directly refer to MMORPG as online games.

This is the habit of directly summarizing the general category of a game with the type of a game.

Mainly due to the popularity of the past.

In an era when online games just started, it was basically the world of similar games.

One classic game after another has created countless brilliance.

Of course that is in the past.

Today's MMORPG, at least on the PC platform, is basically in decline.

At its peak, MMORPG-type games can be said to have hundreds of works a year.

It can be seen how popular this type of game was at the time.

But now, don’t say hundreds of models a year, there may not be ten models.

And the existing MMORPG games, that is, some big IPs that have had glory in the past, can support them.

But it is also inevitable to fall into the situation of combining servers and regions.

Why is it so miserable?

On the one hand, it is due to the diversification of games, such as FPS, MOBA and other competitive games, and on the other hand, it is also due to the emergence of more and more high-quality games.

As for the so-called lack of player time, which tends to be fragmented, many game companies recognize this.

But Yang Chen's words are still biased.

That's true for some players, who would rather have some game that can handle the fragmented time in their lives.

So first web games came into being, and then replaced the status of web games with the development of mobile games.

From a certain point of view, mobile games and browser games are actually products of the same category.

And what about MMORPG?

Does the player ten years ago have a little more time than the player ten years later?

You must know that even if it is a mobile game, there are actually quite a few hardcore mobile games that require players to spend several hours a day in the game.

If according to the mobile game players are all dealing with time for fragments, then this kind of game will not be successful at all.

But there are still games in this category that succeed because there is a real player demand.

There is a game that is worthwhile and appealing to them, and they will still invest a lot of time.

The same is true for MMORPG games.

The main reason why game manufacturers feel that players have less and less time is that players ten years later will have less time than players ten years ago.

That is, the players of this game have never changed.

Players of this game range from 20 to 30 years old, and there is no new blood in between.

Loyal fans, this sounds like a very romantic thing, and even many players think that this is the charm of a game.

But for the game itself, players without fresh blood are actually doomed to destruction.

MMORPG is declining, not because players have less time.

But in today's fierce competition of game types, most of them are of MMORPG quality and cannot attract other players.

With the development of the times, MMORPG is no longer enough for them to spend time in it.

Of course, there is another reason for the decline of MMORPG games.

That is not to make money.

From the very beginning, most MMORPG games basically adopt the time point card system, but this situation involves a very fundamental point.

When the cost of the game was not so high, the point card charging system only needed tens of thousands, or even hundreds of thousands of players, to allow game manufacturers to make a lot of money.

But with the development of the times, the cost of a game is getting higher and higher, and the price of the time point card has not increased much. In this case, if you want to increase income, you can only have more players.

But what if the entire game market is so big?

So prop charges came out at the historic moment.

Harvesting the money of rich players, such as the equipment enhancement system, is not the first MMORPG, but it has gradually evolved into a game where players feel that it must be a krypton game when they hear that there is equipment enhancement in the game. props charges.

Transfer the fees of thousands of players to the top players. Of course, the fees are transferred, and the ordinary players will naturally become the fun of the game for the top players.

Thus forming a circular chain of constant collapse, players will only gradually decrease instead of showing an increasing pattern.

It can be said that the MMORPG that charges for items is basically going in an extreme direction, that is, only the top players need to be kept. As for other players, as long as the top players don’t leave, then it doesn’t matter if you all go away.

So most games fall into an endless loop.

As a game developer, Lin Jiayi is naturally aware of this. He even participated in the development of some similar games when he was in NetDragon.

After all, NetDragon is itself a big online game company.

It can be said that the charging problem of MMORPG has always been a difficult solution.

Charges for booster items are harmful to Nebula Games, and Lin Jiayi also believes that Yang Chen will never use this method to damage the reputation of Nebula Games.

It may be that it has encountered Waterloo on a certain game, but it will definitely not ruin the reputation of the game operation.

Fashion charges, like games like League of Legends and PlayerUnknown's Battlegrounds?

For MMORPG, it is actually not very suitable.

Because the player's buying motivation is too weak.

For example, in "PUBG Mobile", a variety of firearms, vehicles, and various clothes are the corresponding purchase motivation.

Not to mention "League of Legends", all kinds of heroes are the driving force for players to consume.

As an MMORPG, the equipment, mounts and other props in the game are part of the content that brings players achievements, and it can even be called gameplay.

At the same time, as an MMORPG game that is destined to continue to operate, unless a new fashion is released every now and then, it will still be tight in terms of profitability.

As for the buyout system fee, let alone, as an MMORPG, its long-term operation relies on the continuous introduction of new content, such as stories and expansion packs.

After the buyout fee, how to solve the content of this part?

always free?

Then the longer the game is in operation, the more it loses. Not to mention the server problem, the cost of developing the follow-up content is extremely high.

If the DLC is charged, then as a multiplayer online game, especially a game involving market transactions, it will definitely be a big trouble.

So only the charging system of time point card is the best way.

And if an MMORPG can continue to operate, in fact, point card charges can be said to be quite profitable.

But there is one premise, that is, the number of players is large enough, and they are willing to spend a lot of time in the game.

This is related to the content of the game itself.

And Yang Chen chose to charge by time card.

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