Almighty Video Game Designer

Chapter 66



Chen Mo laughed, “Yep, that’s right. You must draw ten before you leave.”

Jia Peng went to the store and tapped on the ten spins button, he was even slightly nervous.

As someone with extraordinary terrible luck, Jia Peng was very anxious when it comes to drawing mechanisms like these. He usually struggled to handle luck based situations like these.

“I’m going in!”

Prepared for the worst, Jia Peng hit the draw ten button.

Chen Mo snicked. No wonder you have terrible luck. You don’t even have a ritual before drawing, not even simple prep like washing your face or hands, it’s obvious that you aren’t being sincere enough.

Swish swish swish…

There were now ten cards on the screen, as the cards were flipped over, Jia Peng had his eyes focused on their borders.

High level cards demonstrating the abilities of the cards.

Clean and simple tutorial.

Many different playstyles to rid the player from getting bored of the game.

Handing out runes to allow the player to draw good cards.

Good cards crushes dungeons allowing players to feel growth and satisfaction.

This combination of events would allow players to feel a great sense of satisfaction and allow the players to recognise the value of the in game currencies.

With the satisfaction and recognising the value of the currency, it would allow the player to continue playing on the second day, chasing for another good card.

The IP’s function in card games was most important in the first step, attracting the players. The better the IP, the more players it attracts, the more loyal they are, the more players the game will get.

As the numbers go up, profit naturally went up.

However, could the IP decide the fate of a card game? Not necessarily.

Under a circumstance with about the same attractiveness, the profit deciding second day retention, long term retention, and average spendage are all based on the quality of the game, where the IPs don’t add much to it.

Many would say that the IP was very important to the game, and would be the point of comparison to other games. What they mean was that it would be easier to differentiate yourself among the ocean of other mobile card games with an IP.

What if the card game was compared to other mobile games? In reality, without the IP, card games would still come out on top.

At the later stages of mobile card games, it eventually devolves into an AFK quest completing game, as the playstyle of the game would no longer be sufficient to keep the players’ interest, and could practically be ignored. However, with the numerical stimulus, luck based card drawing, and virtual currency makes it difficult for the player to detach themselves from the game in fear of losing it, which in turn keeps the player in the game.

Numerical stimulus: new levels every day, new rewards, upgrading main character cards, and leveling them up…

Luck based card drawing: gathered enough money to draw ten times, I’ll probably receive a good card this time…

Virtual currency: I’ve already spent hundreds in the game, the perfect strategy, you want me to quit now?

At this stage, the effects of IP were basically negligible.

These three points would keep the player attached to the game, as well as a top-up promotion which would continually entice you to pull out money.

It’s fine if you don’t take money out of your wallet. As long as you are playing, that day will arrive soon enough.

 


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