I don’t know since when, “free is the most expensive” has become a consensus in the minds of players.
Although this statement may offend everyone, judging from my many years of experience, I dare not say anything else. At least many MMOs do conform to this stereotype. Whether it is equipment-driven or level-driven, "selling value" has almost become a must-have for online games in recent years.
Under the framework of this model, players must either make money or make money, otherwise they will be beaten because their values lag behind others. Even in those games where PVE is the main gameplay, the values are still low. It has become the main threshold for entering certain universities, and technology is secondary.
From the era of online games to the era of mobile games, this operating method has long been accustomed to players, but this does not mean that it is healthy. In fact, manufacturers have long been aware of the shortcomings of this operating method and are trying to find a new model to at least make the game fairer.
The Divided Game Experience
Looking back, the reason why this value-based model has been able to run and prevail for many years is ultimately due to interests. When free players become part of the gaming experience for paying players, the profits of manufacturers will not decline more significantly, because even if some players with little krypton are driven away, those who remain will continue to fight in order to maintain combat effectiveness. And increase the intensity of krypton gold.
In the short term, manufacturers will indeed not suffer much profit loss, but in the long term this approach will undoubtedly overdraw their reputation and the life of the game. . One day, the numerical threshold of a game will be raised to the point where no one is willing to climb it. If old players continue to lose and no new players join, the game will not be far away from being shut down.
If this process is too fast, players will call it "violent death" and even become a joke in the circle; if this process is too slow, players will only curse and play at the same time, and will It continues to have a negative impact on the manufacturer. Over time, when it launches the next new game, players will often feel resentful because of this.
There is no other reason. In fact, it is precisely because the purpose of these games is to provide value to players who spend money on gold. These values will first sacrifice players with no money and little money. environment and fairness, and then gradually increase the number of players until no one can provide fun for the players at the top of the pyramid.
This is sad, because the game is the last place where fairness should be lost.
Regarding this point, I think the development team of NetEase's "Seven Days of the World" should have a say. Although the game has not yet been officially launched, they recently released an interesting TVC to accuse this phenomenon. In addition to ridicule, it also contains the meaning of drawing a clear line with those games and working hard to make changes.
As soon as this TVC came out, it quickly aroused a strong response from players. The jokes in the video looked interesting, but after the laughter, it was enough to make people think deeply.
The purpose of the game is to bring joy to all players, and it is obviously inappropriate to attract players by relying on "free" and then use them as consumables. Today's young people have encountered various injustices in life and experienced countless tortures. It is difficult for them to play games and relax during their breaks, but they still have to be tortured by kryptonians and sit in electronic prisons...
Therefore, this time the "Seven Days World" team can be said to have shouted out the voices of the players, and also made players look forward to this unique and highly popular ghost story work. Incomparable. After all, if you dare to stand up and criticize the phenomenon of selling numerical values, it is obviously not possible if you don't have two brushes.
Fair, fair, or XXX fair!
In the current category of open world survival and construction, many games focus on the growth of numerical values as paid content. "Seven Days World" did the opposite. At the previous outlook conference, "Seven Days World" solemnly promised that the game would "not sell values."
The "Seven Days World" team emphasized that they do not want players to spend a lot of time and money on numerical growth, but focus more on the fun of exploration and immersion in the open world.
In fact, from the perspective of the core gameplay of "Seven Days World", "not selling values" first ensures to the greatest extent that all players who participate in large numbers can get a very fair competitive experience, and also ensures that as a game In games with a grinding gameplay, players can stay motivated and rely on their own efforts to obtain better equipment.
Judging from the currently open Pioneer servers, "Seven Days of the World" has indeed fulfilled its promise of not selling values. The author dug through the entire game mall and could not find any paid content related to numerical values except for battle passes and appearance.
It is worth mentioning that the appearance design quality of "Seven Days World" is excellent, which provides a solid foundation for its commercial design without numerical values.
The above is the detailed content of If you don't pay up, you will be beaten? This time 'Seven Days World' gave another answer!. For more information, please follow other related articles on the PHP Chinese website!