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Chapter 58 He is a stand-alone player, how can he do online games better than us(1/4)

Chapter 58: How could he, a stand-alone player, cheat krypton even more than us who do online games?

Compared to stand-alone games, it is simple and rough to look at sales and judge success or failure.

Online games have a complex set of judgment criteria.

Downloads: As the name implies, the number of downloaders of an online game.

Almost all online games are free to download.

Therefore, the download index is usually about 5 to 10 times the average value of a stand-alone game.

However, it is impossible to judge whether an online game is good or bad by just downloading.

Perhaps the CG given by this game is very exciting when it is being promoted and distributed.

Perhaps the name, type, gameplay, art and other aspects of the online game have also aroused the curiosity of players.

But after downloading and clicking in, I found that it was not the case at all, so I angrily uninstalled.

Then do you think he downloaded it?

Downloaded.

Is it useful?

Useless.

Therefore, a second metric is needed.

Paid rate.

There is no need to spend money when playing online, but the value-added services are a big deal.

Can you stand the characters you play wearing shoddy initial costumes, while the clothes of other players are extraordinarily gorgeous?

Can you stand the characters you have worked so hard to cultivate, but you can't even withstand the other players?

Can you stand the time when you are down the dungeon, you will stand with the regiment commander and call for someone for half an hour. After you wait for the crowd, you will be kicked off by the regiment commander because of insufficient combat power?

Then recharge your money! Sexy years!

How can you become stronger without recharging money?

If you don’t charge money, how could the sisters in the game take the initiative to add your friends!

Value-added services for online games are the main source of income for online games.

The higher the online game, the higher the payment rate, it naturally means that it is accepted by the players.

However, can you completely determine the life and death of an online game by relying solely on the payment rate?

No.

The payment rate for an online game is only 10%, and all the players who can recharge money are hundreds of thousands, or even tens of thousands of dollars.

The payment rate for another online game reached 50%, but all the players were micro-krypton players.

The former's revenue actually outperformed the latter.

From this perspective, it seems difficult to directly evaluate an online game at the payment rate.

Therefore, under the paid rate, there is also a branch of paid ratios.

That is, the average consumption of players.

Many people believe that the Bale specific law is applicable to all walks of life (commonly known as the 28th Law: in any group of things, the most important ones only account for a small part, about 20%, and the remaining 80% are secondary, although the majority is the majority)

The same is true for online games. There are 20% of paid players and 80% of free parties, forming a group portrait of players.

Many players will think that whether I am a monthly card party, a micro-kriller party, or a first-time party, I am a paid group, and players like us occupy the main source of income of your game company.

Instead of respecting the wishes of the rich, you should make game changes according to our ideas.

But, in the eyes of the game company.

The real 28 law rule must be snatched from 20% of paid players.

That is, 20% of the top players among paid players.

It accounts for 4% to 7% of the overall players, and this group of players is the core source of income for the game company.

This is why many game companies are criticized by players every day, and there are problems here and bugs there.

But I never put in practice, and I can drag on a small bug again and again.

Because in the eyes of game companies, as long as the interests of the leading players are not damaged, other problems can be ignored.

In addition to these criteria of judgment.

There is another key that cannot be ignored - the daily active index.

The so-called daily active users, simply put, are how many real players log in to this game every day.

No matter how many people download your game, no matter how many people pay for krypton money.

However, the daily active users' index is declining sharply every day.

Some krypton gold bigwigs suddenly felt boring while playing, and there were many people who uninstalled it directly.

This obviously cannot be considered a qualified online game.

A truly online game recognized by the public.

It is necessary to make a comprehensive judgment from several levels such as download volume, payment rate, payment ratio, player daily active users, etc.

"If you want to satisfy these points, it is enough to make many domestic game companies busy." Ling Tianhang stared at the rising data of the game background and stood up to make a cup of coffee for himself.

With twenty years of experience in his career, he still retains a habit even now.

As long as the game developed by his team leader, he would stay up all night on the day he was put on the shelves, pass the game's data to make a judgment.

Not much time for a night.

However, through various ratios, he can use his rich experience to judge the general status of this game in the future.

Taking a sip of the hot coffee, Ling Tianhang refreshed the background data of "The Lost Moon".

Total number of account registrations: 98,421 people

Downloads: 54191 times/h

Payment rate: 23.8%

Payment ratio: 0.97 yuan per person

Pay peak: 60,597 yuan/person (player ID: Blood Moon Wolf)

Real-time active: 63494 people

...

"It's only been less than two hours since the server was launched, and some players actually charged 60,000 yuan?" Ling Tianhang was a little surprised.

This data has broken all his previous games records.

It seems that the game industry has been breaking the circle recently, and the entire game industry is following it.

In this regard, Ling Tianhang admires Chu Jun.

But he almost robbed his position before, which made Ling Tianhang very unhappy.

"Of course, just a krypton gold player can't explain anything."

Maybe he happened to run into a player who likes this type of game, and he happened to be rich enough.

He directly smashed tens of thousands of yuan with a wave of his hand.

This is not unusual.

What really satisfies Ling Tianhang is the payment rate and real-time activity of this game.

The 23.8% payment rate means that in every 100 players, nearly 1/4 of them will pay for the bill.

The paid ratio also reached an astonishing 0.97

It is equivalent to the average, everyone has spent nearly 1 yuan.

What is this concept?

In just 2 hours of being released, I made 100,000!

Although the revenue of 100,000 is just a turnover, the ones that really get into the company will be greatly reduced.

But this is only the early stage of the game, after it stabilizes.

It is not a problem to have a daily turnover of more than 500,000 yuan.

Even as one of the top game manufacturers in China, the monthly revenue of a single online game exceeds 15 million is already very glorious.

After all, there are more than one or two excellent online games in Phoenix Interactive Entertainment.

Adding up all of them, Phoenix Interactive Entertainment can create nearly 1 billion in revenue every year!

The biggest advantage of online games is that an online game with excellent quality can make money stably for one or two years.
To be continued...
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