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在游戏中快速增加消费的三种方法

如果你一直关注我的博客,那你应该知道我是增加游戏中消耗品的支持者,因为应用程序商店80%的收入就是由出售消耗品构成。在游戏中增加消耗品是一种让用户参与到游戏经济中的手段,也是你唯一获得最大利润的手段。如果你游戏的设计已经完成,并且想在在游戏中增加消费,以下三点可以帮你实现计划。

出租虚拟寿命产品

如果你已经设计好了游戏中的各项道具的终身寿命属性,那么一个真实快速的方法就是将它们转换为可租用的消耗品。 比如说你在游戏中设计了不同的汽车,每一辆顶级汽车的售价是5美元或者10美元,玩家也可以租用这些车。 更具体地讲,比如说使用普通汽车的玩家可获得1000 racebucks(或其他一些游戏货币),而使用顶级汽车的玩家将获得2000 racebucks。 那你应该为了多获得1000 racebucks会去租一辆好车,这样才会让游戏平衡。 所有玩家的最后结果都是一样的,但拥有顶级汽车的玩家则有更好的游戏体验。

增加游戏角色的能力和寿命

能量制衡系统几乎适用于任何游戏,并且可以在不改变游戏的视觉效果的条件下加进去。 这是一个简单的概念,玩家每次上线都能获得满能量,满燃料或满生命值,而不是在每一回合的开始提醒玩家在上一回合离开时还剩余多少能量。在这10是个神奇的数字,你可以让用户有10次免费机会,10次机会后用户则需要选择等待或购买一些额外的补充。

能量制衡系统是不是看起来很邪恶?其实也不一定, 这取决于你如何操作。是的,所有的能量制衡系统都包括一些等待时间,但诀窍是不要让玩家等待太久以致失去耐性。你可以让玩家使用游戏中的货币去购买能量或者寿命,但是最好只是把它作为一种机制引入用户的购买体验,而不是让它看起来是在强迫用户付费。

加强游戏中的补给-例如为武器补给弹药,为汽车添加燃料,给宠物补充食物

另一个在游戏中增加消费的简单方法就是增加补给,补给一些现实生活中类似的却有使用期限的消耗品。通常很容易看出它的效果,你可以看到一个浮动数值,显示你还剩余多少能量。 补给对于武器通常是弹药,对于人类或宠物是食物,对于建筑物是木料和街区,对于汽车是燃料。你可以地在现实世界中轻易地发现类似增加补给以促进消费的手段。

 

原文:

3 Quick Ways to Add Consumables in Your Game

If you have been following this blog, you already know that I’m a big supporter of adding consumables in mobile games. 80% of the revenue in the app stores is driven by consumables. It’s a great way to engage users with your game economy and it’s pretty much the only way you can get whales in your game. If your game is already designed and you want to add consumables, here are 3 quick ways to do that.

Renting lifetime virtual goods

If you already designed lifetime upgrades in your game, a really quick way to change them into consumables is allowing users to rent them. Let’s say you designed different cars in your game. Make the top car a direct purchase – sell them for $5 or even $10 dollars each but allow users to rent them. More specifically, let’s say that with a regular car your players earn 1,000 racebucks (or some other in-game currency you came up with) and with the premium car your players would earn 2,000 racebucks. You should rent the better car for about 1,000 racebucks to keep your game balanced. Your players will end up in the same place but with a much better story to tell.

Adding energy or life in your game

Energy mechanics are applicable to almost any game and can be easily added without changing the visual aspects of the game. The concept is simple, you give users some energy, fuel or life points and instead of starting every session fully stacked the game remembers how much energy you have left from the previous session. The magic number here is 10. You want to be shooting for 10 sessions of game play before the user runs out and then allow the user to replenish by waiting or buying some extra.

Wait! Isn’t energy mechanic evil? Well, Not necessarily. It depends how you implement it. Yes, all energy mechanics include some waiting but the trick is not being too aggressive with that. You can also sell energy or life for in-game currency and simply use it as a mechanism to introduce users to the buying experience rather than trying to squeeze a buck or two every time the

user runs out.

Adding logistics – ammo to weapons, fuel for cars, food for pets

One of the easy ways to add consumables to a game with lifetime goods is to make it more real by adding logistics. It’s usually pretty easy to justify the narrative and the visual implementation might just be a floating indicator of how much you have left. Logistics for weapons is usually ammunition, for people or pets it can be food, for buildings it’s wood and blocks and for cars it can be fuel. It’s pretty easy to find the comparable in the real world and leverage that for some ideas about adding logistics.

 

注:本文为GRG原创翻译,授权199it发布,如需转载,请注明出处,谢谢合作!

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