I Just Want Players to Save Money, They Insist on Giving Me! -
Chapter 403 - 143: The Game Goes Live!_3
Chapter 403: Chapter 143: The Game Goes Live!_3
He decided to modify it again, turning it into an option to unlock all subsequent Chapters in advance.
In plain terms, a month later, players could start the game and pay 198 to unlock all its content immediately. If they were still willing to run, they could offer a suitable discount to players willing to be active.
Well, he would not offend anyone.
Genius!
Flawless!
When Mr. Ke explained this monetization strategy to his employees and asked them to design a corresponding payment framework,
the employees all looked at each other in dismay.
It was not until Ke Jin had left that the employees began to discuss quietly among themselves.
"Run to recharge and unlock the next level? Somehow... Mr. Ke is getting more and more abstract..."
"Have you noticed that Mr. Ke seems rather fond of tormenting the players..."
"And the most outrageous part is, every game he designs is so much fun - fun, yet it makes the players suffer a great deal."
"Oh no, could Mr. Ke be playing some long game..."
"What do you mean by that?"
"He’s trying to turn all his players into Stockholm syndrome patients! He wants to be the S of all players!"
"...That idea is a bit too ahead of its time."
However, considering Mr. Ke’s abstract approach in the payment interfaces had been the case for more than just a day or two,
some say he’s abstract, but eventually, he can always make a convincing argument to bring it all together, earning the company a fortune.
It can only be said that Mr. Ke’s thoughts are not something ordinary people can understand. There probably isn’t a second top player like him in the whole country, perhaps not even in the whole world.
Thus, after a brief discussion, everyone began to carry on with their work, treating it as business as usual.
————
Two months quietly passed, and the seasons changed from spring to midsummer.
The Oasis branch expanded to 500 people. Aside from some initial adjustments, once they settled into work, their efficiency skyrocketed.
And during the production process, Ke Jin also occasionally visited the branch to supervise.
Bao Jingbi truly deserved his prior position as a director at the Tengjing headquarters.
He had many ideas, and the way they were materialized in the game also greatly satisfied Ke Jin.
The two requests he had made were almost perfectly incorporated into the game.
Without compromising the original gameplay outlined in the project proposal, he conducted a series of optimizations.
In the end, even without an internal test, Ke Jin believed, after a simple playthrough,
that this product could cause a sensation on Earth if it were released as a reboot of Assassin’s Creed 2.
It also gave Ke Jin peace of mind about his decision to appoint Bao Jingbi as the General Manager of Oasis.
Indeed, he was a five-star general according to the system’s assessment.
The only thing that puzzled Ke Jin was
why someone with such strong capabilities had been let go by Tengjing.
Beyond the near completion of the game itself,
the payment interface, with improvements by the top player employees, was finally integrated into Assassin’s Creed: Ezio.
And in the process of designing the payment interface,
an internet communications company, having heard the news through some channels, came looking to seek cooperation.
The gist of the project was that they would pay a certain advertising fee to the top player and help design a running count app for them.
But as the technology was not too rare and they could do it themselves, Ke Jin politely declined the offer.
However, the other party’s move awakened a new idea in Ke Jin.
He could entirely use this opportunity to create a mobile community exclusively for top players!
Something similar to the positions held in his previous life by the likes of Hand Alliance, Rice Game Club, and Mage Camp.
Transitioning users from PC to mobile is no easy feat.
For example, 360 and Kingsoft Antivirus, which once dominated computers nationwide.
After the advent of the mobile era, it was evident they struggled to adapt and were almost on the brink of collapse.
Only after being supported by the state did they receive some breathing space.
Even within the game industry, many PC manufacturers face repeated challenges when entering the mobile market.
There have been countless such examples in the past.
The current top player hasn’t released any mobile games at all.
Even Arknights was presented in the style of a PC game.
If one does not plan ahead considering the slim share of the mobile market that remains currently,
even if they later launch mobile hit games, there is a significant risk of being copied or cloned. Others could leverage their own user base to turn the tables in minutes, transforming your creation into theirs.
After all, this involves user habits.
Unlike the PC, where user habits lean more towards web-based activity,
the sources of information are found across the various web pages.
Web pages, which can encompass all things, do not have the issue of one company dominating.
But when it comes to mobile, let’s take smartphones for example.
Users tend to hop between various apps more frequently.
On mobile phones, the browser is often used merely as an auxiliary tool and not like on PCs where users would first open an official webpage to get the latest news.
This result also means that users have a strong sense of belonging to the few apps they use regularly.
Their sources for most external information primarily come from a few frequently used apps.
At this point, it’s essentially about monopolizing the channels through which users get their information.
It doesn’t matter how good your game is—if you come to mobile without your exclusive app,
you will either have to pay a hefty fee for advertising to major mainstream apps, getting exploited in the process,
or wait to be effectively cloned by someone who will then promote their new creation widely and claim the profits that could have been yours.
"To avoid being choked in the mobile sphere in the future, it is imperative to plan for the mobile race track early on."
Mr. Ke didn’t know whether other factories were well positioned in the mobile field,
but his own company’s influence in the gaming industry was evident.
He decided to warm up a few games in advance, each tightly integrated with his own app, and to create a positive player-led community for fan creations and strategy around his games first.
There was a good chance to break through.
As a result, during the second half of the development of Assassin’s Creed: Ezio, Oasis’s employees were busy with their own tasks.
At the same time, the employees of the top player were also busy, mainly focusing on creating the mobile app for the top player.
Finally.
After two and a half months.
An app for a player information community called ’Top Scout’ was launched, whose desktop icon was the symbol of the Brotherhood from Assassin’s Creed.
Since there were barely any users in the beginning, Mr. Ke focused on providing exclusive news, leaving only a communication community for players. Aside from that, he didn’t create many fancy features, maintaining a clean and sleek interface.
And granted ’Top Scout’ exclusive rights to all content related to the top player’s games, including Oasis,
such as previews of game updates/visions for the future,
the progress of new game development,
and interesting company stories during the game development process of the top player.
All of it was exclusively authorized to ’Top Scout’ to accelerate user expansion for its app.
Besides, Mr. Ke had another surprise for ’Top Scout’!
Three months after the Eternity event, with no news of new releases from the top player,
’Top Scout’ announced that Assassin’s Creed: Ezio would officially launch tomorrow!
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