Chapter fifty-six true fragrance
Ignore the real player emotions and rely only on some theory as a guide. I want to rely on the simple reaction of the player to get the money reward.
It's like a bad joke.
Where is such a good thing in the world?
But what is even more joking is that there are such good things in the world.
The behaviors of players look not simply but complex.
However, if you highly summarize and summarize the behavior of players, you will find that the player is really a simple creature.
The discovery of this theory, the company called Pavlov, looks like a prank from the name to what they do.
However, their pranks injected a new force into the already dead Japanese industry.
However, the big companies have not made any moves.
They began to observe this love cultivation network game for girls.
All interactive male characters in this game, except for a colorful avatar, are interacting through text.
To some extent, the fantasies they can provide for women are not much higher than the male characters in Otome comics.
However, it is very strange that these characters have limited text volume and only have simple programs to complete interactions. After players choose to pay for the first time, they actually prefer to pay repeatedly.
Although these paid players can clearly realize that they are only facing a program, they really have feelings for this virtual program after paying.
Even if these virtual characters have various shortcomings, they will choose and accept them.
And these "disadvantages" are often associated with paid nodes.
The powerful payment ability of female players quickly exploded in such a game that can be said to be clumsy.
Players are spending more and more money, and this low-cost game is actually just a stand-alone game. The online contact part is completed through the email system.
In other words, even if the users of this game have increased by several times, Pavlov, as publishers and producers of the entire game, they do not need to add extra costs.
On the contrary, these children who released the devil from the box were frightened by the devil they released.
If there is a Q&A community in Japan now, they are likely to answer a question like this, “What is the experience of becoming a billionaire quickly?”
Of course, each of them has not yet reached 100 million. But on average, each person can increase his net worth by hundreds of thousands or millions every day, which still makes them feel illusory and unrealistic.
They never thought it was so easy to succeed.
Even the telecommunications practitioner who only thought they were old friends and took care of them now regards them as real big customers.
You know, what this big customer did.
This big customer can now bring nearly one million net profits to the telecom company every day.
That's right, it's pure profit.
Just the commission for recharge can already make telecom companies happy.
Although it seems that a million yen per day is not much, you should know that the scale of payment is still increasing, and the cost is very small if you really say it is.
After a period of rushing, the children of the Pavlov club spent about a week to sort out all the mainstream mobile operating systems on the market, and then made corresponding large game versions for these operating systems, and then made corresponding fine-tuning according to the differences between each machine.
Developing each version for each system is not carried out in a single line, but in a multi-line manner.
As various versions bloom everywhere, revenue also began to grow exponentially.
The young people of Pavlov have a weak concept of money. They did not go crazy like Fan Jin passed the exam. Instead, they began to revise the current game and add more content.
Almost all other Japanese game companies pay unusual attention to this sudden rise in mobile games, which rarely gets involved in mobile games, and few companies have successful companies.
They began to analyze the reasons for the success of this game, and also because of the name of this company, they began to understand behavioral psychology.
Behavioral psychology has simply opened a new door for these researchers.
You should know that in the past, Japanese game companies developed games without systematic development.
Often, they make whatever type of games their game producers or company bosses like.
The judgment on the quality of the game is basically based on user surveys and summary and analysis of sales data.
On the contrary, there is not much research on the theory of game production.
Even if there is research, it is a kind of empirical fixed research.
For example, Glory has always been a business game, such as "The Three Kingdoms", "Nobunaga's Ambition", "Age of Discovery", etc.
They make these games because their group of people like these themes themselves, and secondly, the market acceptance allows them to recreate games.
The love-building game produced by Paplov is different.
It is based on points that potential players may be interested in, rather than based on their own preferences as the basis for game project establishment.
Or to put it more simply, the people who make this game may not have any love for the game itself.
Even the fun of these game makers is not in the game itself, but in the reactions of playing the game.
This is a very evil fun.
It was as if it was the mastermind behind the scenes, watching the players under their control and step by step into the abyss.
Except for a small number of game companies that are still focusing on the fun of the game and providing players with happiness as the theme, they do not want to make such games.
The rest have begun to be alienated and companies that only think they should make money.
Seeing such an opportunity that I could come to, I began to make competing games one after another.
You know, what they lacked in the past was theoretical guidance. In the actual production of the game, they were much better than a group of children.
In addition, the size of the mobile game itself is very small.
It didn't take long for various mobile games to bloom on various models of mobile phones.
A group of teenagers accidentally discovered and experimented by chance.
This has actually changed the entire electronic game industry in Japan.
Chapter completed!