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Chapter 26 In the third quarter, any game must pass the impression level, trial level and boring level

Any game needs to break through the following three levels. The first 4 hours before the player starts to build an account.Where is the player's attention during this time?Players don't pay much attention to their equipment and their stats, especially in the first 15 minutes. The first thing players care about is the picture, the second is whether it is easy to get started, and the third is the sound effect and popularity.At this time, the player's focus is very different from the focus after playing for a period of time. Why is the picture the most important? The first thing a player enters the game is the picture. He first pays attention to whether his character is beautiful, whether the action is good-looking, and whether the interface is beautiful. At this time, the first impression is on the picture.

In this case, any of our games must meet the needs of the first 15 minutes, even the worst art can do it. You can do some research. After 5 minutes of entering the game, the player's focus is on pictures.And half a year later, players will focus on numerical values, and don't care what the picture looks like. The characters in Novice Village in "Journey" are the ugliest. I asked the artist why, and the artist said: "Only in this way can players be attracted to upgrade quickly, because the characters become more beautiful in the end." I said, "This is absolutely a fallacy."

Because if the front picture is ugly, the player will not even want to upgrade to the back. The first 15 minutes have already been lost, so the essence should be put to the front.The first 5 minutes, the first 15 minutes, the first 1 hour, the first 4 hours. According to your own characteristics, show the most beautiful picture to the player instead of showing him after the loss. As the player's playing time increases by 1 hour, his attention to the picture will decrease a little.Therefore, with limited art resources, you should concentrate the essence on the front. If you can make the front beautiful and the back beautiful, that is the best, but if the art resources are limited, try to stuff them in the front.

Second, why is it important to get started? The front picture is still the work of art, while getting started is the work of planning. In fact, it is not difficult for experienced gamers to get started, but the most difficult thing is for novices to get started.There are two types of people who are most difficult to get started: the first type is novices.He didn't know where to start, the questions he asked, our planners would laugh at, such a childish question, you can also ask it?But the players are right.For beginners, it is difficult to get started. At present, "Giant" is relatively easier to use than "Zhengtu". When "Zhengtu" was first launched, we were still ahead in terms of getting started, but now it is at the bottom of the middle.The second category is players who did not play games of our category in the past. Players who play games such as Fantasy, Tianlong, and Dance are more difficult to get started, but it is easy to get started with Legendary.Because our games follow the line of "The Age of Heroes" and "Journey".This is because we didn't pay attention in the past. In fact, if we pay attention, we can make it possible for people who play other games to get started.

In terms of getting started, we have two major deficiencies. Our games, especially new games, need to pay special attention, so that people who have never played games and people who have played other games can get started. We should find 20 or 30 people who have never played games to play, and the planner will not say a word next to him. If he doesn’t ask, you don’t say anything. Observe his reaction, what is the first order, what is the second order , Then go to research, find the rules, and modify your own settings according to the results of the analysis.It is said that foreign game companies find hundreds of them, record them, analyze the videos, and then design the interface.

Getting started and art play a key role in the first 15 minutes, because there are still a large number of players who do not play these two points.At least half of Zhengtu and Giant left during this time. It is a pity to lose players during this period. Compared with the later major functions, these are small modifications, but they can retain a large number of players. From 4 hours to the first two weeks, the player's attention has gradually changed, because the game's functions have been fully developed for him.At this time, equipment and levels began to be valued, and the interaction between players also began.The content that players need to receive should be comprehensive.

In the first two weeks, if you go to the survey, ask if the player has played forever?The answer of the vast majority of players is to let me see.The player at this time is not really determined to stay, he is thinking whether this game is really worth playing by himself, the player at this time is not really your player.However, our planning has such a misunderstanding that the players at this time are already our own players.In fact, this is self-indulgence. Players in the trial stage pay the most attention to the details. Because a considerable proportion of players have played other games, most of the things you show now are owned by other games, and there are not many things that you have that others don't.Players are observing and comparing your function with the same function in other games I have played, which one is better.

If you make it more fun than others, one, two or three accumulate like this, he will say this game is fun, and then he will stay.And if the player decides that it is not fun, it is impossible for you to change it, because he wants to leave and he has no feelings for his character. Once it is not fun, what reason does he have to stay? Therefore, the details shown to players at this stage are very important. It would be better if we can innovate and have unique features. If we don’t have that level for the time being, what we can do is to make the details and process fun, so as to retain players.

In the past two weeks, there are two more points that need to be reminded. First of all, goal setting is very important, because the player at this time is very unstable, and every second of these two weeks must set a strong goal for him to move forward. It is more important and has higher requirements for goals, which is also the most important stage of goal management. Secondly, through the guidance of interests, players can integrate into the community and establish good friends. What we have established before is just random friends, instead of letting players work hard according to the goal of good friends.It is very dangerous to have no good friends in a game. We should use pressure and interests to match players to make good friends. There are many such methods as long as you think about it, as long as you pay attention to this point.

At this stage of trying, if our players can survive 40%, it should be rewarded. The first two hurdles are actually very easy to achieve, as long as we work hard.The first and second stages cannot be underestimated, because the input-output ratio of these two stages is the highest. two weeks later. I have observed that in the game, before the players leave, the most common sentence is that they are bored and have nothing to do.So once a game player feels that he has nothing to do and does not want to go online when he is offline, then the player is basically ready to leave. The first hurdle, the second hurdle is still a matter of workload, and the third hurdle is a matter of planning level.Once this level is passed, the game is a successful game.

Many games last year were masterpieces with high popularity, but they all failed in the end.The reason is that most of them fail at this level. The first two levels can be achieved with hard work. The unified feature of these failed games is that players feel bored and have nothing to do in the middle and late stages.Therefore, for the game to be successful, it is necessary to break through the boring level, let the player be enriched, and have something to do. If you investigate Dreams and Tianlong, the proportion of players calling out boring is very small. How high the number of players can be in the later stage depends on how low the proportion of players calling boring can be reduced. Why do players feel bored? There are two main aspects: the first is the gameplay.What players like is very different. If you want to meet the needs of players, you first need to have more types of gameplay. The guiding ideology of "Zhengtu" at that time was an encyclopedia with multiple functions. The functions of "Giant" are less than 1/3 of "Zhengtu", and its gameplay is relatively few.Therefore, the success of "Zhengtu" has a lot to do with its encyclopedia gameplay, so there must be more gameplay options to choose from. The second is that there are many ways to play, but not much fun. There are also many games that have a lot of gameplay but fail in the end.It is because the gameplay it designed is not fun, only the planner thinks it is fun.This will also result in failure.If the player doesn't find it fun, he will still feel that there is nothing to do. In fact, there are two aspects that are very helpful for players to not feel bored: one is randomness and the other is interactivity. If these two aspects are done well, it is still very helpful in reducing the player's boredom. The number of people online depends on the gameplay. If you pass these three levels, our game will not be bad.
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