Almighty Game Designer

Chapter 322: just not fun


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After much thought, Lin chaoxu decided not to change his mind.

In the gaming industry, the first lesson that every video game designer learned was not to change their design ideas because of the dissatisfaction of some players.

(Of course, this rule could also be applied to all creative activities.)

For most games, it was normal for players who didn’t like to play to complain, but there were many more players who were playing well, and they wouldn’t complain.

If they only noticed the complaining players, it would create a “survivor bias.” Making changes to the game based on this would not only destroy the design ideas and game features that had been passed on, but it would also make the players who had no objections unhappy, which would cause even greater losses.

Lin chaoxu was naturally familiar with this. From the current situation,”ancient catastrophe” was far from the point where it needed to be cut off. It was still increasing, but the speed had slowed down.

Moreover, taking care of the feelings of the high-end players was contrary to the research and development idea of “ancient catastrophe.” It was originally a game to harvest low-and mid-end players, and there was nothing that could be done if the high-end players did not like to play.

Moreover, the reason why “ancient catastrophe” was so well received was because it was different from “League of Legends”. If it was modified according to “League of Legends,” where would the core competitiveness be?

Lin chaoxu considered for a long time before saying,””Let’s not change the game’s playstyle for the time being. We’ll have a few more operational activities and increase the data and popularity first. In addition, continue to pay attention to this matter and report to me at any time if there’s anything. ”

Jin jieguang nodded. Lin chaoxu’s idea was the same as his, and this was indeed the safest way.

……

At the end of June, the statistics of the ancient catastrophe suddenly began to fall like a cliff.

This happened so suddenly that within a dozen days, the daily active users and the duration of the players ‘games began to plummet. Even the players in the game could clearly feel the loss.

On the official forum of the ancient catastrophe, many players were discussing it.

“Why do I feel like there are fewer players recently? In the past, the matchmaking sessions were very quick, but now, sometimes it’s a minute long, and you’ll even be matched with experts who are obviously stronger than the average level. ”

“I also feel that there are fewer and fewer people online in my friend list. The few good engine oil players who were online before have not been online for a few days.”

“Me too, my friend came online five days ago.”

“The group chat for ancient catastrophe isn’t talking about the game anymore. Most of them are talking about mobile games and League of Legends.”

“Is it because it’s still in testing and hasn’t been officially released yet? The game should be popular once it’s officially released. The quality of the game is so good, Emperor dynasty should quickly promote it, we can’t delay any longer!”

“Yeah, I think it’s because it’s not officially online yet?”

“This game is so fun, why doesn’t everyone like it? Everyone, go and pull some new players in, it’s such an easy game to play!”

“Don’t make such a big fuss, okay? It was normal for the number of players to fluctuate, which Emperor dynasty game had a low number of players? When it’s online and promoted, it’ll definitely be popular!”

……

What the players didn’t know was that the designers of ancient catastrophe and jieguang Jin were even more worried than the players. The players couldn’t see the background data, but they could see it clearly.

Such a sharp drop in activity could no longer be ignored. It was threatening the lifespan of the game ancient catastrophe.

If they couldn’t guarantee that these old players would stay in the game forever, then it would be useless to promote and attract new users.

The calculation and results of water entering one valve and water exiting the other were already known by everyone since elementary school.

Everyone was confused. What was going on?

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Wasn’t everything fine when the closed beta started? The player retention rate was good, and the satisfaction level was good too, satisfying the needs of the low-end players. It also differentiated it from League of Legends.

Everyone was clearly very satisfied, right?

Why did it feel like it was going to die in a short month before the closed beta ended?

This kind of plummeting speed had never happened in any of Emperor dynasty Entertainment’s games before, unless some serious operational accident had happened.

However, the ancient catastrophe was still in the testing stage, so they didn’t dare to launch too many operations, let alone any operational accidents.

What had happened?

Emperor dynasty entertainment distributed a large number of surveys to players who abandoned the game, and the most common response was: This game was good in every way, but it was not fun.

Jin jieguang was dumbfounded. What was the problem with “not fun”?

The scope of this question was too broad. There was no way to locate it!

The designers and operators of ancient catastrophe were also racking their brains to come up with an event and change the gameplay to get the game back on track, but it was no use.

The popularity of ‘ancient catastrophe’ still died down day by day.

……

“Everything’s good, but it’s not fun. ”

This was the biggest insult to a designer.

This was because the hidden meaning of this sentence was that the graphics, quality, and feel of the game were all fine. It was just that the way it was played wasn’t good.

That was the problem with ancient catastrophe. The main reason why it was not fun was that there was a problem with the way it was played.

Of course, strictly speaking, Jin jieguang and Emperor dynasty had been tricked by Chen Mo. However, the trap wasn’t obvious and didn’t look like a trap at all, so Jin jieguang stepped in without hesitation.

When “the ancient catastrophe” was first tested, the feedback from the players was quite good. This game really took care of the feelings of new players by lowering the difficulty of the first try and setting the game goals. This allowed it to achieve a certain level of success in the early stages of its release.

However, the most important problem was that new players would not always be new players.

When the first batch of new players grew into experienced players, this game mode was a blatant dissuasion.

Hence, there had to be a delicate balance between the newbies, the Veterans, and the experts. COG placed too much emphasis on the experience of the Masters, while “ancient catastrophe” placed too much emphasis on the experience of the newbies. Both of them created an imbalance.

In comparison, it was better for COG to place too much emphasis on the experience of the Masters. It was nothing more than turning the game into a hardcore niche game, where there was no problem in surviving.

However, the ancient catastrophe placed too much emphasis on the newbie experience, resulting in the loss of hardcore players, which was very fatal. This was because the real support of a game was the hardcore players, and the newbies were all dependent on them.

The newbies would slowly become hardcore players, and the number of hardcore players would increase, so the newbies would slowly stop entering the game.

When a newbie became a hardcore player, he turned back to look at the game’s settings, which had once attracted him, but all of them had become disgusting.

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