Is the domestic card game fun?

It's a matter of opinion. Different players have different tastes.

Many people criticize the card game for its rough production, monotonous playing method and repetitive content, which is true.

But it just makes money.

Being able to make money means that players agree.

Why do players approve? Because players think it's fun.

This is a very strange phenomenon. Players scold it and pay for it at the same time.

Why can card games make money? What's the fun of it?

This is a relatively empty proposition. If Chen Mo is allowed to write a paper, which specifically describes the core of card games, it is estimated that he can write tens of thousands of words.

In short, the fun of domestic card games mainly comes from three aspects.

The first is to collect and develop the fun of cards.

This is based on the player's recognition of the card character.

Once a mobile game company made a "pirate king" theme of the first generation of cards (completely flipped "my name is Mt"), a local hero into the game without saying a few thousand directly, just to draw a Hawkeye mikhok.

There is also an unknown Three Kingdoms card game, which is still in the testing stage. A local hero entered the game and said nothing about angry 5000, just to draw a picture of Zhuge Liang. As a result, there is no Zhuge Liang in the game.

In the end, the game company worked overtime to make Zhugeliang work.

Like "my name is Mt", many players brush the copy everyday, save the purple card fragments, or throw a thousand dollars of ten even draw to get the card they want.

The game designer will also adjust the card skills and combat power to the extent consistent with the plot (or fine-tuning according to the popularity of the characters), which is to cultivate players' recognition of the card characters.

Only by building this sense of identity can this card become valuable and players pay for it.

Once the value system of this kind of card is established, it means that there are differences between different cards. The player's collection desire and cultivation desire are satisfied, and he will feel that the money is worth it.

Therefore, the key to the profitability of card games is to establish a set of card value system that can be recognized by the players, just like stamp collecting, to continuously sell new cards to the players.

After the players get the card they want, in order to make the card stronger, they will continue to charge money to upgrade, upgrade stars, upgrade skills and so on. Every time the card is upgraded, the player can feel the growth and feel that the money has not been spent in vain.

This is a manifestation of the "numerical stimulation" mentioned before.

This is the core fun of all the cards. It is a very mature and reusable mode, so the card games in the past will be so rampant.

The second is to explore the fun of lineup matching and making battle strategies independently.

The combat system of card game seems monotonous, but in fact it is relatively rich. In "my name is Mt", each card has three abilities: normal attack, skill attack and passivity. In character design, there are battle systems of world of Warcraft as the blueprint, and the skills of each character are different.

The same range damage skills, there are Blizzard (full screen attack), whirlwind (front row horizontal three units), lightning chain (random three units), penetration shooting (vertical two units) and other differences.

Skill damage can be divided into spell, physics, and the difference between single and group.

The same goes for treatment skills: single milk and group milk.

In addition, there are many combat abilities such as damage reduction, regeneration, and continuous damage. Basically, all kinds of skills that can be thought of can be forced into the card's combat system.

In addition, complicated factors such as card position, release sequence, attribute restraint, Captain skill, etc. greatly improve the playability of the card game's combat system.

Of course, this combat system can't be compared with end game at all, but it's enough for hand game players.

This combat system can perfectly cover most of the world views, such as the anime of pirates and fire shadows, or martial arts novels, etc. with a change of packaging.

There is a circular restraint relationship between various combat abilities, such as single milk gram seckill, seckill group milk, group milk gram range damage, etc. Players really want to find the most powerful five cards in dozens of cards, which requires a very long trial and repeated experience sharing.

Because the acquisition of rare cards is strictly controlled. It requires a lot of investment to spend money or time to test the actual combat power of each card.

This process is also fun and fulfilling for players. Therefore, the card game's combat system and card training system perfectly match. As a kind of enduring classic combat system, it is enough for players to play for 3-5 years repeatedly.

The third is marketing strategy and numerical stimulation.

This is a very broad content, such as operation activities (7-day login, check-in, growth fund, etc.), daily benefits (maintenance of diamonds, physical strength, online rewards, etc.), preliminary numerical structureOf course, these contents are not only exclusive to card games, which basically become the standard of all domestic mobile games, and are also widely used in SLG (strategy game) and FPS (shooting game) and other game types.

However, the earliest origin should be budding in page games, flourishing in card games, and eventually popularized in all domestic games.

Of course, this "Pavlovian" type of numerical stimulation has been sprayed completely by numerous players and game commentators, but few hand game companies dare not to do these things.

Why? Because it is simple and effective, once removed, game data and revenue will decline significantly.

This "numerical stimulation" system works like this.

First of all, the game must be free and attract as many players as possible to enter the game. These people may not plan to spend money at all. Never mind. Let's talk about it first.

After coming in, there will be very detailed novice guidance, so that players can experience the core fun and play methods of the game as soon as possible. At the same time, no difficulty will be made in numerical value, so that players can go all the way.

This is the same reason as the first 300000 words of online text free of charge. Experience before and pay after. Experience first, then pay, not satisfied with the money.

However, this kind of situation can not be maintained for a long time, one week for a long time, and three days for a short time. Players will inevitably encounter some setbacks.

In this kind of game, the top-up player and the non top up player are naturally unequal. In order to let the player pay, the card point must be set.

The so-called checkpoint is to jam the players, let them encounter setbacks, let the players to charge money to buy combat power, and continue to challenge higher checkpoints.

But this brings about a problem. If a player is unwilling to spend money, what should he do if he meets a card point? There is a good chance that he will give up the game and stop playing it.

How do you keep these players? It's simple. Give money.