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Is Chinese-made Card Game really fun?

This is a matter of opinion. Different players have different tastes.

Many people criticize Card Game for its crude design, monotonous gameplay, and repetitive content. Indeed, this is true.

But it just makes money.

Being able to make money represents player recognition.

Why do players agree? Because the player finds it fun.

This is a very strange phenomenon. Players scold it while paying for it.

Why can Card Game make money? Where is it fun?

This is a relatively vague proposition. If Chen Mo was asked to write a paper devoted to the core of Card Game, it is estimated to be able to write a few 10000 words.

In simple terms, the fun of domestic Card Game comes from 3 aspects.

The first is to collect Twisted Fate and develop the fun of Twisted Fate.

This is based on the player’s recognition of the Twisted Fate character.

Once a Mobile Game company made a first-generation Twisted Fate with the theme of “One Piece” (completely skinned “I’m MT”), a local tyrant entered the game and said that he directly rushed a few thousand pieces, just to get one. Zhang Hawkeye Mihawk.

There is also an unknown Three Kingdoms Card Game, still in the testing stage, a local tyrant entered the game and said nothing about 5000 rushes, just to draw a Zhuge Liang, but in the game, Zhuge Liang was not yet a general.

Finally, the game company urgently worked overtime to make Zhuge Liang.

Like in “I’m MT”, many players use daily copy as usual, save purple card shards, or throw 1000 gold to ten consecutive draws, all to get the Twisted Fate they want.

Game Designer will also specifically adjust Twisted Fate skills and battle strength to match the plot (or fine-tune according to the character’s popularity), these all are to cultivate players’ recognition of Twisted Fate characters.

Only when this sense of identity is established will this Twisted Fate become valuable and players will pay for it.

Once this Twisted Fate’s value system is established, it means that there is a difference between different Twisted Fate, the player’s desire to collect and cultivate is also satisfied, he will feel that the money is worth the money.

Therefore, the key to Card Game’s profit lies in the establishment of a Twisted Fate value system that can be recognized by players. Just like stamp collecting, it continuously sells new Twisted Fate to players.

After the player gets the Twisted Fate he wants, in order to make this Twisted Fate stronger, he will continue to charge it to upgrade, upgrade stars, upgrade skills and so on. Each upgrade of Twisted Fate can make the player feel growth and make him feel that the money is not in vain.

This is also a manifestation of the “numerical stimulus” mentioned earlier.

This is the core fun of all Twisted Fate. It is a very mature and reusable mode, so the Twisted Fate Mobile Game of the previous life will be so flooded.

The second is the fun of exploring lineups and arranging combat strategies independently.

Card Game’s combat system may seem monotonous, but it is actually relatively rich. In “I’m MT”, each Twisted Fate has three kinds of abilities: ordinary attack, skill attack and passive. In character design, World of Warcraft’s combat system is used as a blueprint, and the skills of each character are also different.

The same range of damage skills, there are blizzard type (full screen attack), Tornado Slash type (front row 3 units), lightning chain type (random 3 units), penetration shooting type (vertical 2 units) and so on .

Skill damage is divided into spell, physics, and the difference between monomer and group.

The treatment skills are the same, there are single milk, there are groups of milk.

Apart from this, there are various combat capabilities such as injury reduction, rebirth, and sustained damage. Basically, all kinds of skills that can be imagined can be forced into the combat system of Twisted Fate.

Coupled with complicated factors such as Twisted Fate position, shot order, attribute restraint, Captain skills, etc., the playability of Card Game’s combat system is greatly improved.

Of course, this combat system simply cannot mention Client Game mention on equal terms, but for Mobile Game players, it is enough.

This set of combat system can perfectly cover most of the world view, such as anime such as Pirate, Naruto, or Wuxia novels, just by changing the packaging.

There is a cyclical restraint relationship among various combat capabilities, such as single milk gram spike, spike gram mass milk, group milk gram range damage, etc. Players really want to find 5 Twisted Fate with the most powerful match among dozens of Twisted Fate, which requires a very long trial and repeated experience sharing.

Because the acquisition of rare Twisted Fate is strictly controlled, either it costs money or time. If you want to test the actual battle strength of each Twisted Fate, it requires a lot of investment.

This process is also fun and fulfilling for players. Therefore, Card Game’s combat system perfectly matches the Twisted Fate training system. As a kind of enduring classic combat system, it is enough for players to play repeatedly for 3~5 years without getting tired.

The third is marketing strategy and numerical stimulation.

This is a very broad content, such as operational activities (7-day login, sign-in, growth fund, etc.), daily benefits (maintenance to send diamonds, physical strength, online rewards, etc.), early numerical structure…

Of course, these contents are not exclusive to Card Game, which has basically become the standard for all domestic Mobile Games, and it has also become popular in other game types such as SLG (Strategy Game) and FPS (shooting game).

But to say that the earliest origin should be germinated in Handheld Game, Daxing in Twisted Fate Mobile Game, and finally spread to all domestic Mobile Games.

Of course, this “Pavlovian” type of numerical stimulation has been sprayed by countless players and game commentators, but almost all mobile game companies dare not do these things.

why? Because it is simple and effective, once removed, game data and revenue will fall significantly.

This “numerical stimulation” system works like this.

First of all, the game must be free, as much as possible to attract the most players to enter the game, these people may not intend to spend money, it does not matter, let’s talk about advanced.

After entering, there will be very detailed novice guidance, so that players can experience the core fun and gameplay of the game as soon as possible, and at the same time, do not make any difficulty in the value, so that players can go all the way.

This is the same reason as the first 3010000 words of the net text are free. Experience the front and pay back. Experience first and then pay, not satisfied and not charged.

However, this situation persists for too long, ranging from one week to three days, and players will inevitably encounter some setbacks.

In this kind of game, top-up players and non-top-up players are naturally unequal. In order for players to pay, card points must be set.

The so-called card point is to get the player stuck, let them encounter setbacks, let the players charge money to buy battle strength, and continue to challenge higher levels.

But this poses a problem. What if the player who is not willing to spend money encounters a card point? He has a high probability of giving up this game and not playing it.

How to let these players stay? Very simple, send money.

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