Rebirth of the big era of online games

Chapter 273 2 "New Mode" Online Games

Chapter 273 Two "New Mode" Online Games

(Thanks to Qi Qi Xia for being the leader of this book. The leader will add more updates, and there are 4 more updates today!)

It is impossible to completely block the points trading industry chain.

Because the winning or losing of the game is settled with points, as long as there is a win or loss, there must be an exchange of points. If someone deliberately loses game points, it is difficult to find out.

Of course, some people may say, wouldn’t it be enough to catch those middlemen with large transaction volumes?

That is also impossible.

Most of the people who play online chess and card games are middle-aged people who are financially free. There are quite a few rich bosses among them. Their addiction to chess and card games is no less than that of young players to online games. Thousands of RMB, winning or losing hundreds of millions of points in a game, that is a common occurrence.

The transaction volume of these people is also very large, how can we judge that they are intermediaries?
What if it is closed by mistake?
Fang Jie is still counting on these bosses to generate income for him!

Unless the point is decoupled from RMB, its virtual currency value will be completely wiped out.

But Fang Jie is not doing charity. He bought Lianzhong Games and created such a points charging mechanism. You can't give up eating because of choking!

Moreover, he has also restricted the point base of various games. For example, in mahjong games, the highest point room is only 100 points, that is, one cent. 100 times, winning or losing is only 1 yuan.

A small gamble is fun, a big gamble hurts the body, just a little bit of lottery to motivate everyone to play the game, once it crosses the line, it is online gambling, and sooner or later it will be unbearable.

Even though all kinds of crackdowns on intermediary transactions have been greatly reduced, Lianzhong Games still makes a lot of money because of this.

The reason for this is not only that the players who play chess and card games are middle-aged people who are financially free, but also related to the number of players.

Before Lianzhong Games was acquired by Fang Jie, the number of registered users had reached 2600 million (2000 million in the same period in history), the actual effective users were 130 million, and the number of concurrent online users was 18!

After the acquisition, under the vigorous promotion of various channels, the number of registered users rose to 4300 million in an instant, and the actual effective users were 310 million. Among them, more than 5 members recharged the monthly card in the first month, and the number of simultaneous online users exceeded 35!
Incidentally, according to the "Internet Survey Report" released by CNNIC in June this year, the number of Internet users in China has increased by 6% compared with the same period in June last year, reaching 6 million!

In the history of the previous life, the number for the same period was 2560 million.

The extra 500 million is of course the credit of Fang Jie, a little butterfly. His 51wan, 51ka, and Internet cafe management systems have made important contributions. The impact brought about by this also involves all aspects of the Internet industry.

For example, the number of people online on Tencent QQ has increased by [-]% compared to the same period in the previous life, and the same is true for Lianzhong Games.

In the final analysis, it was Fang Jie who made the cake of computer Internet a lot bigger by himself.

Of course, a considerable part of the big part was eaten by him. Not to mention the others, only the point system, membership system and battle platform of Lianzhong Games were launched, which brought him the first month. The revenue exceeded 3000 million!
In other words, after acquiring 2300% shares of Lianzhong for RMB 90 million, the capital was recovered in a blink of an eye, and a huge profit was made!

Among the 3000 million, 90% are provided by middle-aged chess and card players. Of the 310 million active users, more than half of them spend money to recharge, which is not much. The average per person is about 13 yuan per month, which is more than 3000 million income.

If it weren't for these middle-aged players who didn't open online banking and could only recharge through mobile phones and landlines, Lianzhong Games would have been divided by more than 20% of the channel recharge fees, and this revenue was actually more than 4000 million!

4000 million is an astronomical figure for ordinary people, but for Fang Jie who wants to build a Tai Chi Pagoda, it is still a drop in the bucket.

Therefore, in order to further increase revenue flow, increase the number of users, enhance user stickiness, and extract more value from 3100 million Internet users, Boiling Network, under the personal management of Fang Jie, has expanded the game content of Lianzhong Games in all aspects.

The first is the casual game section, which adds more chess and card games, including poker and mahjong games from all over the country.

Then I also adapted and developed casual games such as Lianliankan, Find Differences, BNB, and Zuma.

These classic casual games, which are well-known in later generations, are still innovative games at present, and they have attracted a large number of novice players of different ages and occupations to enter the pit.

If these players are asked to play RPG games like "Wulin", almost all of them can only be regarded as novices, and they will not be able to play at all.

But these casual games are like a duck to water for them. The threshold of the game is not high, it is easy to master, and once you master it, you will become addicted. In the end, the points are not enough, so you need to recharge...

Fang Jie has always adhered to the concept that stand-alone games can also be made into online games. As long as a suitable entry point and profit point are found, these casual games are actually stand-alone games, but after loading interactive gameplay such as online battles, competitions, and racing, , coupled with the point system and membership system, you can charge like an online game without worrying about piracy.

Based on this idea of ​​game development, Fang Jie also presided over the development of two classics that are actually very simple, even plagiarized, and are called new game models in the industry.

The first one, "Battle of Seizing the Island".

The name of this game sounds like a 3A masterpiece, but in fact...

Emmmmmmmm…

In fact, it is a seemingly mentally handicapped game like "Landing on the Beach".

Strictly speaking, it should be called the Chinese version + online version of "Landing on the Beach".

The core plot of this game is to land on the beach, and the core gameplay is the No.1 fixed-point shooting, which is not fundamentally different from "landing on the beach".

But if there is no difference, the difference is actually quite big.

First of all, the scenes, characters, props, weapons, and vehicles inside have all been replaced with Huaguo style, that is, a new skin, so on the surface, it seems that it is two different games from "Landing on the Beach", at least there will be no knowledge Copyright issue.

Then the original game level was designed as a game dungeon. Players can choose the appropriate game dungeon to spawn monsters and level up according to their own skills, firepower, equipment and other game elements.

Game monsters, of course, are soldiers, armored vehicles, tanks, planes, ships, etc. with blue sky pattern flags. Various weapons and equipment, parts, materials and game currency.

After leaving the dungeon, players can use the collected materials to upgrade, synthesize, develop, and assemble various equipment and ammunition, and they can also exchange information through the player interactive market.

Obviously, "Battle of Seizing the Island" is a game based on the template framework of "Landing on the Beach", adding the dungeon system, life system and trading system that are common in online games.

It is said that it is an online game, and players spend most of their time playing dungeons like "Landing on the Beach", but it is actually a stand-alone game.

But it is a stand-alone machine, but it can drop materials, upgrade weapons, manufacture equipment, communicate and trade with other players, and has all the characteristics of an online game.

Therefore, this game has been evaluated as a new mode game by the industry, because I really don't know how to position it...

(End of this chapter)

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