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Why Do Web Games Keep Opening New Servers? Why Do Web Games Keep Opening New Servers?
As a senior game player, you may say that web games are not fun at all, but such an unfun web game can easily make over 100 million yuan in revenue and have a monthly income of over 10 million yuan, so you will feel confused - why not Can a fun web game still make so much money?
It is well known that web game users are easy to lose, and the main reasons why web game users are easy to lose are simply the following aspects:
1. User quality is not high: Many users are not gamers themselves. They were deceived into the game while reading novels and browsing websites. I am not the kind of player who says “I want to play games”, so I “go find games to play”. For this kind of users, it is normal to give up at will. It is not unfair at all to say that they "cheated" them in. The current web game advertisements are really overdone, such as those "games that the wife plays when she is not at home". The seductive sound effects are very tempting... and after entering, they find out that it is a complete liar, which is very hurtful to the user.
2. There are many games to choose from, and the cost of user abandonment is low: For PC games, every move can cost tens of gigabytes. Players have to spend time and money to get the game. If they change games, they have to reinvest time and cost. This is a problem for PC game users. One of the reasons for stability. The competition in the web game market is fierce. There are so many products for players to choose from. It is very convenient to enter and they can experience new games at almost zero cost. This is one of the reasons why web game users are easy to lose.
3. Product design: It is precisely because of the above two reasons that in order to retain players, the designers of web games have set the initial growth of the game to be very easy. This rapid growth experience makes players very happy in the early stage, but it greatly shortens the The longevity of the game and the method of drinking poison to quench thirst also accelerate the loss of players.
Since users are lost so easily, how can web games ensure maximum profits?
This issue starts with the paid component of the game. The payment for games is mostly composed of three parts: abilities, appearance and services (including acceleration, purchasing backpack slots, portable warehouses, etc.). In most RPG and SLG games, players are most concerned about the growth of character abilities, and are willing to Pay for capabilities, so capabilities are the best selling among the three major components of payment. Stimulated by a reasonable PvP competition mechanism, the ability competition between players may be endless. Under the influence of the boundary effect (the higher the payment, the lower the income), selling ability can make the ARPU value very high in the short term. Games that do not sell capabilities, such as World of Warcraft, My Name is MT, League of Legends, etc., can only achieve high revenue by long-term or user volume.
So the answer to this question has emerged. If web games want to make high revenue in the short term, selling capabilities is an excellent choice, but selling capabilities is a double-edged sword. Opening capabilities too quickly can easily lead to shortening the life of the game. It is no exaggeration to say that it is a way to quench thirst by drinking poison. Although this model has short-lived bugs, the way the web game washes out users has brought in enough users, and the continuous opening of servers has made up for the lack of income in the later period of a single server. But washing users and shortening their lives also accelerates the loss of users. This is one of the reasons why the web game model is criticized. However, from a business perspective, this is successful.
标签: Churn Games Reasons Paid Fun
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