Dragon, choose cultural victory to make money
Chapter 306: Drogo, a dragon that has lost its high taste
No, huh? Why? This doesn't make sense! How did you do that?
Seeing the rich and luxurious supply reserves in Toto's inventory, he could survive for four hundred days, let alone forty days.
Yufei's big eyes were filled with great doubts.
Are there really so many supplies in this game?
She doesn't understand.
She made the four characters risk starving to death just to survive for forty days.
Could it be that Toto is actually playing the cheat version?
Games that do not require an internet connection to play do not have any anti-cheating systems. It is very easy to change the data. You can do it with a little knowledge of spells. For professional mages, the threshold is almost zero.
Drogo believes that players' own modifications are also part of the game.
Not only can you change various data, but as the saying goes, once you buy the game, you have no control over what your character wears.
All kinds of fancy changes, even players’ own new gameplay and plots, are part of the gaming experience.
Drogo supports and encourages this kind of spontaneous creation by players, which can greatly extend the life of the game.
Although there is no need to extend the life of a stand-alone game, you can just buy it and play it or not.
But this attitude can greatly enhance players' identification with the game, increase the probability of purchasing sequels, and some people will pay for it with their eyes closed.
The game on the Drogo game platform even has a self-selected update function, which allows you to download the update patch as soon as it is released.
In order to avoid being forced to update, players would have to work hard to match a conflicting version of the game, but all modules would suddenly die overnight.
Thoughtful Drogo.
But when Toto plays games, doesn’t he have the burden of being a master?
Even if I use modules, I will only use those that make the game more fun, and I won’t use those that make the game easier.
Besides, this game hasn’t been officially released yet, so where do the player mods come from!
While Yufei was puzzled, the time in Toto's game came to night and she began to show her skills.
She was controlling Roman, the most powerful character in the game, and came to the map of the military camp with a knife.
He took out the sentries with ease, snatched their weapons, and then fought his way in.
The camp defense that seemed impenetrable to Yufei was completely defenseless to Toto, and every move of the army soldiers seemed to be within her calculations.
Top notch back panel!
He continued to clear out all the armed forces in the camp, and finally crippled the army trader, making him beg for mercy, but not die.
Toto robbed the biggest "robber" in the game!
She took away all the trader's goods and left the map.
Why leave the trader alive?
You Fei was thinking, maybe it was to avoid losing mood points, but a camp had been destroyed before, even though it was an army that was destroyed, it wouldn't reduce the mood much.
Then I saw Toto's amazing operation.
After defeating the army camp, she went to other maps with traders.
The traders in these places were obviously "educated" and went straight into begging for mercy when they saw Toto's character.
And Toto went straight to where the supplies were stored and took away a whole batch of supplies.
Because there were too many to put them all in, I found a cabinet at the entrance of the map to store them first.
No, why are there still supplies at the trader’s place? Didn’t you take them when you first came?
Yuffie didn't understand.
and many more.
She seemed to understand.
Yuffie's eyes widened, shocked by Toto's play.
She was taking advantage of the characteristics of the game. The traders' supplies would refresh at regular intervals. She would clear out the armed forces on the map and then beat the traders into begging for mercy.
After that, you can come back to collect supplies every time the game refreshes.
That’s why there are so many supplies that they can’t be used up.
The war survival game has been turned into a landlord’s rent collection simulator!
What a tricky idea! She has played the game completely.
"But, after killing so many people, won't the character's mood collapse?" Youfei couldn't help but ask.
"Breakdown?" Toto chuckled. "As long as you smoke, drink and drink enough coffee, you won't break down!"
All the characters she controls are in the same state.
He kills and robs people at night and lives a life of drunkenness and dreams during the day.
War survivors?
The besieged city is a living hell!
In the end, the gameplay developed by Toto still alarmed Drogo.
He didn't expect that such an evil way of playing the game would be developed before the game was even released for internal trial.
It seems that the original work has always had this kind of unorthodox gameplay, but he himself has never tried it, so he doesn't quite understand it.
The downside of being a game planner is that, apart from in-depth research on game types related to my work, I will not play other games too carefully and will only play them briefly. What is more important is the breadth of games.
Spending too much time on one game means you won't be able to play many different games.
After watching Toto's fierce performance several times, Drogo still judged this way of playing as a bug rather than a new way of playing.
It's not uncommon for bugs in games to become part of the gameplay.
For example, the classic rocket jump is a very common design in shooting games. You fire a shot behind you while jumping to make the jump higher and farther.
This was actually a bug at first, the recoil in mid-air shouldn't be that great.
But because it was so popular among players, it was retained by the production team and became a body movement operation.
And in the later development, it gradually evolved into an almost essential physical skill for shooting games.
Benign bugs improve playability by accident.
However, Toto's playing style is a bit too unorthodox, which seriously destroys the design of the game itself.
It is clearly a survival game, but it is not a survival game at all and has become a pure fun game.
If you don't oppose the war, you will become a vested interest in the war.
The key is that it has nothing to do with character selection and matching. Just pick one who can fight a little bit at the beginning, and you can choose any other one at will. It's all the same way to play.
He is not even afraid of the army. This is no longer an ordinary evil way to pass the level. He must use a heavy blow.
Revise!
After some fine-tuning by Drogo, the traders' supplies will still be refreshed regularly, but the armed forces in the map will be refreshed along with them.
And it will become stronger the more you brush it.
If the character controlled by the player goes too far, he or she will be wanted.
After being wanted, bounty hunters specifically designed to attack players will appear in maps that originally have no enemies.
Bounty hunters are all numerically weird, but if the player can kill them, taking the equipment from them can be considered a high reward.
It doesn't block the way for violent players, it just increases the difficulty, and relying on memorizing is not enough. If the operation level is strong enough, you can still live a life without worries about food and drink.
Toto was very happy with this change.
Because now it can better reflect her status as a high-level player. The previous way of playing can be learned by anyone who sees it, and it is not high-end enough.
In this way, the adjusted "This War of Mine" was released together with other works of the Anti-War Game Festival.
This game uses a new sales model, and because it has a public welfare nature, the game is free.
Of course, the main body only includes the basic mode and five basic characters, and there is no function to create your own characters.
It's a solid game for one or two runs, but lacks the depth to warrant multiple replays.
To unlock other characters, you need to pay. In addition, a story mode is also launched. Unlike the survival mode, this mode does not have free character matching, but has a fixed protagonist and plot.
The first batch will include Father’s Promise, The Last Blog, Smoldering Embers, and Four Stories for Children.
We are also publicly soliciting story scripts from all players, and the best ones will have the opportunity to have their scripts made into expansion packs.
10% of the revenue from paid content will be used to assist survivors affected by the war.
Because of the "bumping into porcelain" style marketing, wherever the anti-war art festival's promotion appears, the game festival's promotion will also appear.
It gained high popularity with lower advertising costs.
A lot of media outlets describe the relationship between art festivals and game festivals as competition.
The onlookers also enjoyed the fun and provided quite a lot of attention.
And can this be called eating melons? This is called contributing to the cause of liberating the city-state of Augustan.
Therefore, under the high popularity, "This War of Mine" unsurprisingly stood out among the many games in the game festival.
The main reason is that the game festival is full of small-scale games, and a team of three or five people is considered a complete team when producing them.
The vast majority of them are individually produced and are games that are so independent that they cannot be more independent.
It’s not the kind of “independent game” that has received investment from a big company and has a team of hundreds of people, but insists on calling itself an independent game.
Against this backdrop, "This War of Mine" seems particularly relevant.
With part of the proceeds going toward charity publicity, sales quickly took off.
In just one week, the number of downloads exceeded one million.
This is a very proud achievement for a low-budget game.
The payout rate is also high.
The proportion of character purchases is as high as 70%. If this game is considered a free game, this is an incredible payment conversion rate.
If you could get such data in an era when buying traffic for mobile games is popular, you would be so happy that your face would break.
The sales of the four paid story expansion packs are also quite good.
The average sales reached 300,000 copies, with the highest being the last blog, which exceeded 500,000 by the end of the week.
After calculation, although the total amount of profit from this game is not much, the profit margin is the second highest among Drogo games, with a staggering profit margin of 98.8%. After donating 10%, there is still a lot left.
The cost is really low.
Incidentally, the game with the highest profit margin is Drogo’s first game, One Jump.
Because it is rubbed out with the claws in one night, the cost is almost zero.
The one that made the most money was Auto Chess before, but now it has been overtaken by Road to Conquest.
Games that pay based on numerical values are really lucrative.
It turns out that those who are dedicated to strength are the ones who are most willing to spend money.
While This War of Mine was selling like hot cakes, the organizers of the art festival also set their sights on this game.
People say they don’t like games, but that’s because the main consumer group of art doesn’t like games.
Those who often buy art are middle-aged and older aristocrats, who usually look down on games and hate them because their own children are addicted to them.
They are the ones who put the art festival on hold.
You are not allowed to bring games, it makes you look cheap.
In fact, the organizers of the art festival don’t have much objection to games. Some artists do have some opinions, believing that games cannot be considered a serious art form.
But if the Drogo Group asked them to provide design drafts, they would agree without hesitation.
Who made Drogo so generous in showing his claws?
At this moment, the office of the organizer of the art festival.
"How is it? How do you feel?" asked the general manager.
He himself didn't have time to play games, but he arranged for his subordinates to study the "competitors".
As the general manager, he is not stupid. He must bet on both sides. Facing old customers, he firmly opposes the idea that games are an art form and are just childish children's toys.
When facing internal personnel, I really wanted to connect with the game side, and I was thinking about it until my head went bald.
Because he is well aware that games can support a large number of artists.
It has always been an industry consensus that top artists make huge profits while bottom-level art practitioners can barely make ends meet.
This is actually not conducive to the development of the industry. Except for a few super talents or those whose families are not worried about money, most art practitioners cannot survive the apprenticeship stage and have to change careers.
There is a lack of soil for the birth of high-level artists.
Games, on the other hand, require a large number of art practitioners who have skills and whose abilities do not necessarily have to be particularly outstanding.
What a great industry.
Drogo didn't need to play with them, but they really wanted to play with Drogo.
“Very good.” Answered by someone who has experienced the game.
“Can you praise it from an artistic point of view?”
This is crucial for the person in charge. If they praise the game from an artistic perspective, old customers will not be too disgusted. Once they gradually accept the game, the Artists Association can have the best of both worlds.
In fact, they were almost successful when a game called Monument Valley came out.
Boasting a lot about the art style.
In the end, Drogo ignored them and never made a similar style of game again.
"Well, the painting style is quite unique. It uses a sketch-like style and a lot of cold colors. The picture presents a very cold texture, achieving a delicate balance between realism and art, and perfectly showing the cruelty of war."
"Go on, go on, any more?"
"Also, well, the plot is quite good, showing a certain level of literary accomplishment. Although the writing style is not particularly good, it wins in terms of emotional sincerity, especially in the plot mode "Father's Promise", which uses clever narrative tricks to make the whole story both deep and interesting..."
"Yes, that's right. Just like that, write an article for public publication in your personal name, not in the name of the Artists Association."
I believe Drogo will be able to understand his intentions and come to him for cooperation.
The person in charge smiled slightly, as if everything was under control.
……
Two days later, an article titled "On the Excellent Artistic Aesthetics in the Game 'This War of Mine'" appeared in Drogo's Claw newspaper.
Drogo read it carefully.
You know what, he really is a little shy from all the praise.
What kind of art style explorer is he, and what kind of practitioner is he who combines multiple art forms...
Compliment you severely.
The educated ones do know how to flatter.
There may be some acting involved.
But Drogo happened to fall for it.
I glanced at the author, a name I didn't recognize, and the title was something like senior member of the Artists Association.
"Well, Aisha, please recruit people from the Artists Association to write game reviews for us."
"The Artists' Association? Aren't they competing with us?"
"So I said I would dig them here. As for the Artists Association, they can go wherever they want..." (End of this chapter)
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