This sense of immersion is completely different from that in traditional online games, where you are born and run around like a bunch of other players with IDs, following quests like zombies.

Secondly, after each individual storyline ends, players will have completely different classes due to their different stat allocations.

The class system in "Adventure Book" is quite rich, depending on how players allocate their attribute points.

You can create traditional classes like mages and hunters, or you can combine magic and swordsman skills to create a magic swordsman.

In addition, skill learning in the game has been separated out.

In addition to learning basic skills in places like shops and academies, players can also learn other skills.

You can also acquire some special skills during your adventures.

For example, a normal fireball spell releases one fireball at a time, but in some adventure quests, players may obtain all sorts of strange fireball spells.

For example, the Five Fireballs Technique...

This entire system is what Lin Li referred to as "a thousand people, a thousand faces".

"You need to make players feel like they've traveled back in time, rather than playing a zombie that just follows the main storyline and automatically patrols the path."

In the second phase of the game.

Depending on where players spawn, they will each enter different area missions.

These regional missions constitute the main storyline.

Furthermore, the main storyline may differ from region to region.

For example, in coastal areas, it might be to defend against sea monster invasions, and to understand why sea monsters would attack cities.

Or in some inland cities, when an undead calamity occurs, players need to clear out the monsters, resulting in a series of quests.

Players can start the main quest.

These main storylines are often part of a larger mission.

Monsters, battle lines, and missions are all dynamic.

In Adventure World, monsters don't spawn in the same spot; instead, they spawn from different enemy strongholds.

This system is somewhat similar to that in Hellstalker.

As players progress, the story will advance.

However, this system is designed for hardcore gamers; the core gameplay of "Adventure World" is not in the main storyline.

In fact, the main storyline, or rather the world storyline, is broken down to the individual level.

You can choose not to do it.

Once the Scourge is defeated by other players, your main quest will automatically continue, which will naturally reduce the rewards you receive.

But you won't lack basic experience.

In other words, you can create a character, enter the open world, and complete area quests and gain experience without doing anything.

Under this mechanism.

Lin Li focused the core and emphasis of the game on the Adventure Book system.

When the stage of the world is set.

Once the overall environment is established and the player's identity becomes clear, your adventure in this open world begins.

There are many great adventure locations here.

For example, a massive underground city.

There are also unknown buildings, castles, and underground caves, which you can explore alone or in a team to solve.

There are also many temporary clues, such as a monster appearing in a certain forest.

This is the kind of content the game wants to guide players to explore.

in the game.

To guide players in their exploration.

A very bold design was implemented, which significantly reduced the number of teleportation points. Specifically, aside from the teleportation arrays in several major cities on the world map, and the cutscene that would transport players together before each adventure quest, the system was changed.

At other times, players need to travel on their own.

The reason for this design is that adventure quests in the game need to be triggered by players themselves through exploration.

Ideally, in the best-case scenario.

A player logs into the game.

If he had enough time, he could wander around collecting clues and eventually trigger an adventure quest based on some information.

If players don't have enough time, they can go directly to the Adventurer's House and choose to accept the mission issued by the system.

Or you can accept adventure quests posted by other players.

"President Lin! Won't this increase the social burden on players? Currently, many players are averse to the team-based dungeon mode."

When Lin Li mentioned this point.

Someone in the audience raised a question.

Lin Li nodded. The fact that he could see this proved that he at least had an understanding of the game market environment.

However, my understanding is clearly not deep enough.

Lin Li drew a pyramid with a pen.

Then he nodded.

"Players are not averse to the team-based dungeon mode, but rather because most games currently advocate numerical payment, which has led to the formation of a player pyramid."

“The wealthy players at the top of the tower don’t care. They can clear the dungeon by themselves and don’t have any problem finding a team. But the majority of players in the middle will naturally discriminate against ordinary players in order to clear the dungeon.”

"Don't enter if your training level is not high enough, only those with XXX combat power are allowed." These things, combined with low dungeon rewards and a boring design, are why players hate this system.

Chapter 107 Paid Exploration

Many MMORPGs suffer from various abnormal problems.

This is all due to the paid model.

Why has Xinghuo consistently focused on long-term operations?

Lin Li believes that online games can only disrupt the current gaming ecosystem by making minor adjustments to their payment models from a long-term operational perspective.

As a platform, Spark also needs to find a new balance.

And this is the foundation upon which Spark can achieve this balance.

It's because the agents were eliminated, and there were no middlemen making a profit.

Games operating on the Spark platform are also willing to try relatively "conscientious" operating models.

of course.

Finding a balance is never easy for any operating model.

A mature business model.

It must be something that both operators and users can accept.

Of course, Lin Li is not the only company exploring paid models.

miHoYo also has its own solutions.

This solution is called Michi.

The core logic of Michi is to prioritize the two ends and downplay the middle.

It focuses on heavy spenders, which is very unfriendly to mid-spending and low-spending players, especially mid-spending players.

From an operational perspective, a game that uses the Mishi card pool is bound to encounter a strange phenomenon.

This model worked very well when the game launched, with heavy spenders spending money like crazy, causing revenue to skyrocket.

Mid-level spenders can enjoy the game even if they spend money on one or two high-star core characters.

Even regular players can pull one or two characters, even if they have zero constellations. At this point, the stats haven't been inflated, and the content released at the start of the game is often of the highest quality.

It seems miHoYo has found the code.

Genshin Impact, 20 years old.

In the eyes of investors, it's a monster; its revenue keeps increasing every month, its reputation is high, and its user retention is high.

However, this model is not without its drawbacks.

The longer a game like MiChi continues to be operated, the less engaging and effective it becomes.

This is because as the game's operation time lengthens, heavy spenders will no longer spend money as frantically as they did at the start of the game.

The probability of a whale (high-spending player) spending money from beginning to end will decrease with each version update.

Let's do a simple calculation.

Based on the payment situation of Genshin Impact.

A fully-fledged character costs around 10,000 yuan, but if you consistently get the maximum guaranteed reward, it will cost 16,000 yuan.

The weapons are slightly cheaper, but still about the same price.

If you do the math, for a whale (high-spending player) to max out all the character's signature weapons...

A character costs approximately 2 to 3.

Taking into account the rebates that can be redeemed, let's say it's 2 per animal.

If you don't spend money on the regular banner and only spend money on limited-time characters, Genshin Impact releases approximately 17 new characters each year.

If you want to collect everything, then you'll need 34.

How many players nationwide can afford to spend 34 yuan annually?

Maybe there are, but definitely not many.

Moreover, most wealthy players have money, but they won't blindly spend it.

Therefore, this is where content creators (UPs) come in to act as shopping guides.

Meanwhile, as time goes on, in order to keep heavy spenders spending money, new characters either need to be developed with effort or must be powerful enough.

Compared to the former, the latter is clearly easier and simpler.

Therefore, games that use rice pools need to continuously expand their character pools after one or two years.

Why did the Trisolaran Qu Niang appear in Back to the Future 1999? And why is there an exaggeratedly supermodel-like ringed Mercury?

Does the numerical design team not understand this?

Did the operators not realize that releasing such overpowered characters would affect their resale value and, in the long run, discourage players from spending money on the game?

I know.

However, in the later stages of the game, why would a whale who has spent all their money to level up the game still bother to pull for a new character if you don't give them an absolutely overpowered one?

If big spenders don't spend money, how can the revenue be guaranteed?

Are we relying on monthly pass holders, or even freeloaders?

Developing characters is too much work, so we can only rely on strength. High strength will motivate heavy spenders to spend money to max out their characters' lives.

However, you put weights on one side of the balance.

Then the other section will definitely curve upwards.

As new characters become increasingly powerful, many low-spending and mid-spending players have had their hard-earned characters discarded.

Especially for mid-level spenders.

At some point, they might spend money on one or two characters to get high stats, just to have some fun.

But what happened? The character was out of meta after only two expansions.

In such a situation, if someone gets scammed once or twice, they'll stop spending money on in-game purchases.

I spend very little money, basically just the monthly card.

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