Almighty Game Designer

Chapter 346: It's Not Fun (4 more)

If you want to think about it, Lin Zhaoxu decided not to change it.

In the game world, the first lesson that every game designer learns is not to change their design minds because some players are unhappy.

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

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

If only complaining players are noticed, there is a "survivor bias”. Changing the game accordingly will not only destroy the design ideas and features that have persisted, but will also dissatisfy those who would otherwise disagree, causing greater losses.

Lin Zhaoxu is naturally well aware of this approach. From now on, Shanggu Havoc is far from requiring the breaking of the wrist of a master. It still continues to grow, but the growth rate has only slowed down.

Moreover, taking care of high-end players feels contrary to the R&D philosophy of The Havoc, which is to harvest the games of middle- and low-end players who don't like to play.

Besides, Havoc Havoc was well received because it was different from the League of Heroes, and if it were changed according to the League of Heroes, where would the core competitiveness be?

Lin Zhaoxu thought about it a long time later and said: “Let's not change the gameplay method for now, let's add a few more operational activities, let's start by pulling up the data and heat. Also, keep an eye on the matter and keep me posted. ”

Jin Jie nodded and Lin Zhaoxu's thoughts coincided with his. This is indeed the most prudent course of action at present.

……

At the end of June, Havoc data suddenly began to fall cliff-type.

This happened suddenly, and within a dozen days, data such as the daily number of active users and the length of the player's game began to fall, and even the players in the game felt this loss very clearly.

Many players have been posting and discussing in the official forum of The Havoc of Upper Antiquity.

“How does it feel to have less people playing lately? It used to match quickly, and now it's sometimes a minute long, and it's also a top player with significantly higher than average combat power. ”

“I also feel like fewer and fewer people are online on my friends list, and a few of the good oils that I've been driving in the dark haven't been online for days. ”

“Me too, buddy. Five days ago. ”

“Our group of players in the Havoc of Shang Gu hasn't discussed the game much lately, and there's been a lot of discussion about hand games and the League of Heroes. ”

“Is it because it's still being tested and not officially launched? It's time to get officially online. The quality of this game is so good. Imperial dynasty should promote it quickly. We can't delay it any longer! ”

“Yeah, I think it's because it's not officially online, right? ”

“This game is so fun, why doesn't everyone like to play it? Everybody go and pull in some cute new ones. Such a good game! ”

“Don't freak out, okay? The fluctuations in the number of players are a normal thing. How can there be less players in Dynasty games? When you push it up, it's gonna burn! ”

……

What the players don't know is that the designers of The Havoc of Shang are much more panicked than the players, because the players can't see the background data, and they can see it clearly.

The dramatic drop in activity of this magnitude can no longer be ignored, which has jeopardized the life of the Havoc game.

How to promote and attract new users will be useless if there is no guarantee that these old players will remain in the game.

Algorithms and results of a valve water intake and a valve drainage have been known since elementary school.

Everybody's wondering, what the hell is going on?

Didn't you get a good test when you first started? Player retention is good, satisfaction is good, meets the needs of low-end players well, and is differentiated from the Alliance of Heroes.

Everybody's happy, huh?

In just one month, even the inner test hasn't finished, it feels like it's getting cold?

This cliff-like rate of decline has never occurred in so many games in which the Imperial Dynasty interacted, unless there were some serious operational accidents.

However, the Havoc of Shang Gu is still in the testing stage, and there is no dare to open too many operations, let alone operational accidents.

What the hell happened?

Emperor Dynasty entertainment sent out a large number of questionnaires to abandoned pit players, and the most frequent answer was: This game is good, it's not fun.

Jin Jie Guang is a fool. What's the problem with "no fun”?

The problem is too broad to be positioned at all!

The designers and operators of the Havoc were also brainwashed to try to do the activity, change the play, and get the game back on track, but it didn't work.

The heat of the Havoc has cooled down day after day.

……

“Anywhere, it's just not fun. ”

This should be the biggest insult to a designer.

Because the implication of this sentence is that all aspects of the image, quality, and feel of the game are fine, which is that the play is not good.

The problem with the Havoc of Shang Gu is here too, and the key to not having fun is that there's something wrong with its play.

Of course, strictly speaking, Jin Jie Guang and the imperial dynasty were pitted by Chen, but the pit was not obvious and did not look like a pit at all, so Jin Jie Guang did not hesitate to step in.

When Havoc was first tested, the feedback from the players was very good. By reducing the difficulty of getting started, clarifying the goal of the game, etc., the game did take care of the feelings of the novice players and made it a success in the early stages of the line.

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

When the first new players grew up to be elderly players, this mode of play was naked and discouraged.

So there needs to be a more delicate balance between these three groups of players: newbies, veterans, and masters. COG is overly focused on the experience of the masters, while Havoc of Shang is overly focused on the experience of the newcomers, all of which create an imbalance.

In contrast, COG's focus on the experience of being a master is much better than turning the game into a hard-core, small game that will survive safely and securely.

But the Havoc of Shang Gu placed too much emphasis on the beginner experience, causing the loss of hardcore players, which is very lethal. Because it's the hardcore players that really support a game, and the newcomers are attached.

The beginner slowly becomes a hardcore player, and the hardcore player accelerates the loss, and the beginner slowly ceases to enter the game.

When a rookie grew up to be a hardcore player, he went back to see the gameplay settings that used to appeal to him, all of which became disgusting.