In the free game, Xianjia faces a contradiction: on the one hand, he wants to spend money to overcome the challenge, on the other hand, he wants to keep the game challenging. It’s like eating the cake in your hand and hoping to keep the cake in your hand. With this article, let’s take a look at this so-called “spend money to win” problem and solve it.
You, like me, hope to retain players who purchase IAP and give them an interesting game world. Well, considering that you only plan to get 1% to 2% of the money from the player, then do what you can’t hold on for long. However, this is not the main problem with this method. For more visit: ข่าวบอลสด ข่าวบอลวันนี้.
The problem is that once you give the player all the answers to the puzzle, the game is no longer challenging and the player loses interest. You must know that the premise of any solution to this paradox is that your game has not only short-term, immediate rewards, but also long-term, hard-to-get rewards.
This is because there are two ideas in the player’s mind. When the player regards himself as a character, he only wants to overcome the challenge; when the player jumps out of the character, he actually wants to keep the challenge.
The following is the solution to this contradiction:
1. The “razor and blade” method
The idea of this method is to sell boosters in cash or game money, but in fact, the player needs to consume some limited things that the player has to obtain such virtual items.
Well, what I said is still a bit vague, so let me give an example. For example, you can sell small cars, but you have to ensure that players must also get gasoline; laser weapons consume energy; level 5 barracks can train super soldiers but require a lot of gold…
If you follow the advice I gave in another article, it shouldn’t be difficult to do. You already have consumable resources in your game world, so I suggest you use it as a resource for your virtual items. In this way, after the player purchases virtual items, he must be very cautious when using the items. As a result, the game is not only more challenging, but also more complicated and interesting.
2. The next level of difficulty is always +N instead of +1
For mathematicians, this method is equivalent to the difficulty curve of O(n^2) vs. O(n). Simply put, the next level is always much more difficult than the previous level.
There are still simple levels, but the difficulty of the next level is increasing. Taking “Clash of Clans” as an example, the resource consumption of building a 5th level city hall is twice that of 4th level, rather than simply spending 1,000 gold. In this way, although paying players can spend money to skip levels, the difficulty of the game will soon catch up with him.
This is the best way to do it. Games with the element of luck are more attractive to players than games with certain results. If the senior team always wins, then any team sport will be boring. When you think that both teams are likely to win, team sports are interesting. This is the effect of the element of luck on the game.
When it comes to keeping the game challenging for paying players, the role of luck is even more obvious. “Spending money can buy winning percentage, but not winning” is in line with the reality of life, and it is also a good way to stay challenging. If it takes 5 shots to destroy a tank, then you can sell a weapon that explodes a tank with one shot or a weapon that has a 20% critical strike It’s 20%, but usually 5 shots are still needed).
Most successful games use a combination of several methods. It is important to remember that although the above three methods reduce the value of the character, they increase the value of the player.