Chapter 344: It's Just Not Fun (Four Changes)

After thinking about it, Lin Zhaoxu decided that he couldn't change it.

In the gaming world, the first lesson every game designer learns is not to change their design thinking because of the dissatisfaction of some players.

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

Because for most games, it's normal for players who don't like to play to complain, but there are many more players who play well and they don't complain.

If only the complaining player is noticed, there is a "survivor bias". Making changes to the game in this way will not only destroy the design ideas and features that have been carried over for a long time, but also displease those players who have no opinion, and cause more damage.

Lin Zhaoxu is naturally well aware of this, from the current point of view, "Ancient Catastrophe" is far from the situation where a strong man needs to break his wrist, and it still maintains growth, but the growth rate has slowed down.

Moreover, taking care of the feelings of high-end players is contrary to the development idea of "Elder Havoc", which is originally intended to harvest the game of low-end players, and high-end players don't like to play and can't do it.

What's more, "Ancient Havoc" is highly praised because it is different from "League of Legends", if it is changed according to "League of Legends", where is the core competitiveness?

Lin Zhaoxu thought about it for a long time and said: "For the time being, let's not change the gameplay, let's have a few more operational activities, and then talk about the data and popularity." In addition, continue to pay attention to this matter, and report to me at any time. ”

Jin Jieguang nodded, Lin Zhaoxu's thoughts coincided with him, and this was indeed the safest way at present.

……

At the end of June, the data of "Ancient Havoc" suddenly began to fall off a cliff.

This happened very suddenly, and within a dozen days, the number of daily active users and the number of players playing the game began to plummet, and even the gamers in the game clearly felt the loss.

On the official forum of "Ancient Havoc", many players are posting discussions.

"How do you feel like there are fewer people playing lately? In the past, the match was scored quickly, but now sometimes it is a minute, and it will also be ranked to the master whose combat power is significantly higher than the average. ”

"I also feel that there seem to be fewer and fewer people online in the friends list, and the few good engine oils that were turned on before have not been online for several days."

"Me too, 5 days ago my friend went online."

"Our Elder Havoc player base hasn't been talking much about the game lately, and a lot of talk about mobile games and League of Legends."

"Is it because it's still in testing and hasn't been officially launched yet? It's time to be officially launched, the quality of this game is so good, the emperor is urging to promote it, it can't be delayed any longer! ”

"yes, I think it's because it's not officially launched, right?"

"This game is so fun, why don't people like to play it? Everyone, go and pull some new people in, such an easy game to use! ”

"Don't make too much fuss, okay? The fluctuation of the number of players is a normal thing, how can there be fewer players in the game of the Imperial Dynasty? Wait for the big push on the line, it will definitely be popular! ”

……

In fact, what players don't know is that the designers of "Ancient Havoc" and Jin Jieguang are much more panicked than players, because players can't see the background data, but they can see it clearly.

This magnitude of the active plunge can no longer be ignored, and it has already endangered the life of the game "Ancient Havoc".

If there is no guarantee that these old players will stay in the game all the time, then it is useless to promote and attract new users.

The algorithm and results of water inlet into one valve and drain water from one valve are known to everyone as early as elementary school.

Everyone was puzzled, what the hell is going on?

Wasn't it good when you first started the closed beta? Player retention is also good, satisfaction is good, it meets the needs of low-end players well, and it also differentiates itself from League of Legends.

Everyone is obviously satisfied, huh?

Why is it that in just one month, even the internal test has not ended, and it feels cold?

This kind of cliff-like decline has never been seen in so many games operated by Imperial Mutual Entertainment, unless there is some serious operational accident.

However, at present, "Ancient Havoc" is still in the testing stage, and it does not dare to open too many operational activities at all, let alone operational accidents.

What's going on?

Imperial Dynasty Mutual Entertainment issued a large number of questionnaires to players who abandoned the pit, and the most common reply was: This game is good, but it is not fun.

Jin Jieguang was dumbfounded, what is the problem of "not fun"?

The scope of this problem is too broad to locate!

The designers and operators of Shoah, Ancients, are also racking their brains to do activities and change the gameplay to get the game back on track, but to no avail.

The popularity of "Ancient Havoc" is still cooling day by day.

……

"It's good anywhere, it's just not fun."

This sentence should be the biggest insult to a designer.

Because the implication of this sentence is that the graphics, quality, and feel of this game are all right, but the gameplay is not good.

The problem with "Ancient Havoc" is also here, the key to not being fun is that its gameplay is problematic.

Of course, strictly speaking, Jin Jieguang and the Emperor Dynasty were pitted by Chen Mo, but this pit was not dug very obviously, and it didn't look like a pit at all, so Jin Jieguang stepped into it without hesitation.

When Havoc Ancients first started testing, the feedback from players was very good, and the game really took care of the feelings of novice players by making it easier to get started and clarifying the game goals, making it a certain success in the early days of its launch.

But the most critical problem is that a novice player won't always be a novice player.

When the first novice players grow into veteran players, this game mode is a naked dissuasion.

Therefore, between the three player groups of novices, veterans, and masters, there is too much emphasis on the experience of masters, and "Ancient Havoc" is too important to the experience of novices, and they all create an imbalance.

In comparison, COG attaches too much importance to the experience of masters, which is nothing more than turning the game into a hardcore niche game, and it is no problem to survive safely.

But "Elder Havoc" puts too much emphasis on the newbie experience, resulting in the loss of hardcore players, which is very deadly. Because it's hardcore players who really support a game, and novices are all attached.

Newbies slowly become hardcore players, and hardcore players lose at an accelerated rate, and newbies will slowly stop entering the game again.

When a newbie grows into a hardcore gamer, he looks back at the gameplay of Havoc Ancient, and it all turns out to be disgusting. 8)