God's imitator

Chapter 365 Worth the Wait

Chapter 365 Worth the Wait
Wei Yinzhang paused slightly before continuing:
"The games on the second level are of the 'comparing sizes' type."

"The copycats who designed this game realized that they had to set the commission rate at 0 and make a profit solely from the transaction tax."

"At the same time, a single-player mode and a method for consistently obtaining rewards have been set up in the game."

"But there's a big problem with 'comparing sizes,' which is that the necessary profits weren't carefully calculated. Without the copycats offering significant discounts in the room, the 10% transaction tax is actually insufficient to meet the revenue target set by the arcade."

"Therefore, once this game was submitted, the copycat was doomed."

"The games at the third level are of the 'simple poker' category."

"The copycats who designed it clearly calculated and raised the transaction tax."

"This serves two purposes: firstly, to curb inflation of chips in the room, and secondly, to ensure that one's own returns meet the target."

"Unfortunately, 'Simple Poker' appeared in three game lobbies, and in two of them, I encountered a game on the sixth floor."

"These sixth-level games have led players to stop using the 'auction terminal,' so the imitators who designed 'Simple Poker' are likely to face dire consequences in the end."

"The game represented in the fourth layer is 'Minesweeper'."

"Although at first glance this game looks very similar to the first-level game 'Chess Endgame,' it is actually a completely different situation."

"Because 'Minesweeper' provides a way to obtain stable income and sets certain thresholds, players cannot see it at first glance."

"Moreover, this method also limits the number of people who can participate."

"In this way, some clever players will eventually discover this method, and then players will take turns entering the game room to obtain fixed rewards."

"The copycat who designed this game doesn't need to do anything extra. He just needs to let the players earn all the dividends in the room step by step, and he can achieve his profit goal through commission and transaction tax."

Whether or not a sixth level of the game appears will not have a significant impact on this type of game.

"Even if the transaction tax is 'stolen,' these types of games can still generate stable revenue through commission."

"If you're really worried, the copycat culprit can just give up a little more of their own money, and that will be enough."

"Of course, the risk is that if players don't discover this stable way to generate profits, it could still backfire."

Wei Yinzhang paused slightly before continuing, "As for the fifth level of the game, there are two types: one is benevolent, and the other is malicious."

"We'll analyze the malicious games in detail during the post-game review later. I'll first use my own game room, 'Worth Waiting For,' to explain the thinking behind relatively benign games."

Everyone looked at the big screen, where the game rules related to "worth the wait" had been displayed.

Water pumping: 5%

Transaction tax: 10%

[After a player enters a game room, the time spent in the room will be automatically calculated.]

[Stay for a cumulative total of 10 minutes (regardless of whether it's consecutive) to receive 1000 chips. (Rake will be deducted)]

Staying for 10 consecutive minutes will double your chip reward. (Rake deducted)

When the number of players in a room exceeds 10, subsequent players will no longer be able to generate any rewards.

Chips acquired in the current room will automatically disappear after 15 minutes. The remaining time can be viewed via the countdown timer on the chips. Transactions conducted on the 'Auction Terminal' will refresh the chip countdown timer.

Everyone was somewhat surprised when they saw the rules of this game room.

"So simple?"

Clearly, this game is even more outrageous than "Compare Sizes" and "Simple Poker".

Because those two games at least involve a process of "playing", while this game doesn't require any playing at all, nor does it require relying on luck or strategy.

Players can earn rewards and share in the profits simply by standing still in the game room.

It's no different from those idle games online.

Wei Yinzhang nodded: "Because there's no need to design it to be too complicated."

"After designing a stable way to profit in the game, there are essentially two approaches. One is to hide it a little, like in 'Minesweeper,' and the other is to make it immediately apparent to the player in the rules."

"I chose the latter."

Zheng Jie was somewhat puzzled: "But I don't quite understand, wouldn't such a simple design also encounter the problem of 'chip inflation'?"
"Furthermore, your commission and transaction tax are set very low. If you encounter a game similar to 'equipment forging' where you can't profit from transaction taxes, wouldn't that be quite risky?"

Wei Yinzhang shook his head: "No, the biggest difference between games like 'Worth Waiting' and 'Comparing Sizes' is that the chips will automatically disappear after 15 minutes."

"Therefore, players must continuously trade to refresh the countdown of their chips."

"Frequent transactions can repeatedly trigger transaction taxes, so although a 10% transaction tax may not seem high, it can actually allow me to earn enough profit."

"If some players lose their chips due to negligence, that portion of the winnings also belongs to me."

Zheng Jie suddenly realized: "I see! So, these copycats really are using all sorts of ingenious methods to solve the problem of 'chip inflation'..."

Wei Yinzhang emphasized: "Because the core of this game design is to solve the problem of 'chip inflation,' players who are unaware of this point are likely to be eliminated."

Inflation of chips can severely impact players' willingness to play in a room.

Because this game lasts a long time, a total of 3 hours, the more cost-effective the game seems, the more people will play it.

The more people play, the more chips are produced.

However, the dividends in the room are fixed.

This means that the more players play, the more their chips depreciate. If someone stubbornly keeps crowding into such a room to play, they will likely not earn enough visa time in the end.

This will cause players to abandon this room and choose rooms where chips depreciate less.

If a room can consistently maintain a high ratio of around 1:1, then players will be much more willing to choose that room.

Furthermore, the devaluation of chips can also lead players to rush to sell the chips they have earned, putting these chips up for auction in large quantities.

However, other players are well aware of this, so even if they lower the price to sell their chips, it is difficult to complete a transaction.

Many chips will eventually rot in the hands of players, preventing the formation of a normal economic cycle, and the entire ecosystem of the room will naturally fall apart.

(End of this chapter)

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