I Just Want Players to Save Money, They Insist on Giving Me! -
Chapter 482 - 164: The Center of Attention! The Handheld Console Launch Event Taking the Initiative!_3
Chapter 482: Chapter 164: The Center of Attention! The Handheld Console Launch Event Taking the Initiative!_3
Because children usually don’t have much disposable wealth.
And Ren’s exclusive games are all targeted at children.
In my previous life, although many adults played them,
minors made up half of the entire market.
In this life on Blue Star, that percentage is even higher.
From the survey data reports previously released by SE, minors accounted for a high proportion of 71% among handheld console owners.
Therefore, SE’s subsequent handheld game releases all switched focus from children to adults.
The children’s market? Stuff that can’t make money, whoever likes to do it, can do it! We don’t even look at it!
Then I’ll do just the opposite and make games that are even more interesting for children!
Among minors, it’s usually through exam grades or excellent performance that parents pay to reward them with the purchase of a game.
Or else, they save up their pocket money for a long time to buy a game.
It’s not hard to notice.
Whether it’s through good grades, good behavior, or saving up money,
children usually can only afford one game at a time.
That means, as long as I release more than one game at the same time,
I can significantly dilute game sales.
This aligns with my original planned expectations.
Most of the games launching concurrently with the Switch are aimed at children, with a minority targeting adult players.
It’s best to choose two to three children-oriented titles to launch at the same time.
Letting those with limited financial resources choose only one to purchase.
Cast a wide net, and there will always be a game that survives the cut.
Next,
Ke Jin also noticed another set of big data.
In last year’s game market genres,
aside from the gacha genre, which still firmly held 48% of the market,
"肉鸽" games began to show signs of market saturation, even reaching an alarming 13.17%, nearly catching up with traditional action games.
Inspired by "Gotham" three years ago, "肉鸽" games, with their high randomness, greatly increased their playability.
Therefore, they were favored by game developers and became the new darlings of capital.
After two years of gradual fermentation, many pay-to-win games found that "肉鸽" seemed to be a new avenue that could combine with heavy monetization.
Because of the randomness of "肉鸽" games, they could open up more opportunities for monetization in pay-to-win games.
Moreover, many pay-to-win companies realized that since the emergence of the top players, players have had higher expectations for games.
A simple gacha simulator, especially on PC, wasn’t satisfying players anymore.
Well, isn’t that easy to resolve?
I’ll just remove the gacha tag.
And label it as a ’Gotham-like’ game.
I won’t do gacha anymore, either.
Your "肉鸽" is about randomness, right?
So I’ll let players spend money on characters.
Once characters get stronger, they will refresh to get more stable and powerful random items.
And there will also be exclusive weapons/items/Skills that only paying players will occasionally randomly obtain.
The more you spend, the greater your chances of steamrolling through the game enjoyably.
Hide the gacha mechanics within the randomness! On the surface, make it look like an interesting ’Gotham-like’ game!
With this approach, who can still distinguish between my game and the top player?
What?
You say if players max out their spending and start killing indiscriminately, wouldn’t this core "肉鸽" randomness become boring and players lose interest?
Please, if the players have maxed out their spending,
do they still hold any value for us?
If they are bored, let them be bored; if they abandon the game, so be it.
Although the thinking of some game developers is quite shameless,
it cannot be denied
that this tactic is novel for many new players and even for some less hardcore veteran players.
’Gotham-like’ began to gain popularity.
Therefore, compared to the previous few years when gacha games nearly saturated the entire Blue Star market at a ratio of 80%,
it has decreased to the current 49%, which seems less.
But in reality, the enemy hasn’t disappeared; it has grown stronger.
Of course, there’s also competition among peers.
Seeing you make money with ’Gotham-like’ makes me more uncomfortable than losing money.
So what to do?
I’ll make one, too!
After back and forth, the "肉鸽" genre climbed steadily over the past two years.
By the time Ke Jin collected the data,
players were already complaining en masse about the "肉鸽" genre being overplayed and begging for something other than "肉鸽" games.
However, for Ke Jin,
isn’t this also an opportunity to reduce cash flow?
In his game inventory, there is a "肉鸽" game called "Slaughter Spire."
I previously dared not release it because its signature "肉鸽" gameplay would undoubtedly cause a sensation upon release.
The mission is bound to fail.
But now, the entire player market is very hostile towards "肉鸽" games.
So,
the decision is yours, "Slaughter Spire!"
Of course,
Ke Jin didn’t plan to keep this game exclusive to the Switch; it was really aimed at PC gamers, with the Switch as one of the release platforms.
After finalizing one of the games, Ke Jin began to consider the Switch exclusive children-oriented titles.
At the forefront, naturally, is Ren’s flagship money-maker—Super Mario.
However, Ke Jin still needed to consider another issue.
Mario as an IP is not like "Assassin’s Creed" or "Cloud Top."
The latter two, as long as they are released, can shock players with new gameplay.
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