Game Development: Starting with Recreating the Anime Game Style
Chapter 255 How did he fly?
Chapter 255 How did he fly?
Ye Feiyang casually clicked on a post, where the poster was excitedly showing off his newly acquired machine gun set. The four-piece set had the effect of "15% chance to recover 5% ammo after killing an enemy".
The poster used this equipment, along with a large-scale machine gun, to stage a "perpetual motion machine" style of spraying in the video. The barrage of comments was almost non-stop, making the viewers' blood boil.
The comments below were even more outrageous.
"Bro, I get you! I've spent the whole afternoon trying to get a Mosin-Nagant muffler cover!!!"
"Who isn't like that? I originally wanted to experience the story, but now I've forgotten where I got to in the story, and all I remember is how to clear the maps the fastest."
"Starry Sky Games, you've done all sorts of bad things! I bought the game so you'd lose 22 yuan, not so I'd lose a night's sleep!"
"I hereby declare that *Final Battlefront: Origins* should be renamed *Final Battlefront: Brush*, or *Diablo: The End*."
Players really like this farming method.
Even though the loot-based gameplay in Final Front: Origins is very simple.
This game doesn't even have the classic three-choice roguelike gameplay. Considering production capacity, each rogue can only have one or two sets of "golden equipment".
Playing it a few times is enough to complete the game, but even so, some people still play it repeatedly.
This is actually the fun of grinding games: grinding for equipment, getting stronger, and then grinding for more equipment. It's a kind of gameplay where you feel good as long as you get laid.
Aside from the occasional "post-game slump" that occurs after finishing a game, the only difference is whether the game is visually appealing and whether the grinding is enjoyable.
And obviously.
This kind of "2D top-down view of beautiful girls swiping around" is still quite enjoyable.
For complete new players, the storyline is compelling, the gameplay is fun, the price is affordable, and there's the established IP foundation of "Final Front".
This already established the game's influence.
In fact, at the same time that the base game of "Final Battlefront" topped the best-selling charts in various Asian countries.
Sales of "Final Destination" also began to surge—yes, a real surge.
After pre-selling 5 million copies and receiving rave reviews, it only took a day and a half to reach 10 million copies, achieving the feat of doubling the total sales.
Of course, a large number of Final Frontline players are there to get free coupons.
Because A-017 also appears in the anniversary storyline of "Final Battlefront" and has a significant role, this is a derivative game based on the IP.
Considering its price is only 38, and it also offers a coupon, and its reputation is good.
Therefore, a large number of players "generously spend money" to buy the game because of the coupons, but on the other hand, there are indeed a large number of players.
They are genuine players who had never played Final Frontline before.
This is something that veteran players are particularly aware of.
Because there have been many major updates to Final Frontline since last year, veteran players have clearly noticed a lot of new players joining the game this time.
This change did not originate from the official StarCraft organization.
It's not like those popular content creators who use titles like "The best version to start playing" or "You definitely won't regret starting now."
It's not a version update announcement or a poster announcing the return to the top of the download charts, but rather a more intuitive and vivid experience.
For example, the world chat channel in the game.
As a game that has been running for more than a year, normally the world channel is filled with veteran players joking around, but now, the atmosphere has suddenly changed.
"Newbie here, what is this thing called 'core protocol' used for?"
"Hey pros, I'm new here, which character should I pull from the beginner gacha pool?"
Not only game channels, forums, and various video platforms, but also many content creators have found that their beginner guide videos have suddenly gained traffic again.
"Brothers, something's wrong! The group that bought 'Tracing the Origins' has broken in!"
"Damn, what do you mean 'they've broken in'? That means the creditors have come to inspect their property!"
"Everyone stand up, welcome boss! This way, bosses, the beginner's guide is here, ask anytime if you get lost!"
For veteran players
When is it most exciting? There are many answers to this question, but among them, "a large number of new players joining the game" is definitely one of them.
Although in theory, the arrival of new players doesn't affect veteran players at all, since Final Frontiers doesn't have any trading mechanism.
Even veteran players can't benefit from it.
So why are veteran players so excited?
This question is similar to asking why fans like to see their home stadium packed to capacity; it's a subtle sense of collectivist honor and security.
Playing games, to some extent, is a form of recognition of the game as long as you continue to play it.
Whether you're just jokingly criticizing or playing the game in any other way, as long as you don't quit, this sense of recognition truly exists. Based on this recognition, players will naturally pay attention to the game's external reputation.
This is why "provocative traffic" is so lucrative.
This is why some video bloggers who post "revenue rankings" can have hundreds of thousands of followers. Because revenue represents "widespread" recognition, but the actual level of recognition for revenue is not that high.
Ultimately, the best form of recognition is popularity.
The more experienced a player is, the more sensitive they are to "popularity".
However, popularity is something that is usually difficult to perceive. Now that "Final Descent" has surged in popularity, although there aren't that many truly new players.
But they were "refreshed" at the same time.
New players started popping up in the world chat, friend requests suddenly increased from many newbies who were only a few levels high, friend requests started to increase, and the number of views for videos introducing the game started to rise.
This feeling suddenly became very strong.
As a result, the player community for Final Frontiers quickly responded.
Veteran players are sometimes even more enthusiastic about bringing new players into the game than they are about gacha pulls, and since version 1.4, the difficulty of attracting new players to "Final Front" has been greatly reduced.
In addition to the "cumulative new user referral" mode, players can also choose to refer a player, and as long as the new player completes a series of tasks, both parties will receive referral rewards.
In this mode.
When answering questions from new players, many veteran players' first advice is to tell them to find another new player and "refer new players" to each other, instead of using their own referral links.
This small detail reveals that many veteran players genuinely enjoy the process of successfully "recommending" new users.
The emergence of this wave of "newcomers".
It's not just veteran players who are excited; content creators and bloggers around the world who make content related to "Final Front" are also quite excited.
Not only in China, but also in Japan and Europe and America.
This feeling is even stronger, especially since the player base for "Final Front" is smaller in Europe and America.
Soon, many content creators, in addition to posting guides for newcomers, also began to "deconstruct" the phenomenon of "a large number of newcomers appearing in Final Frontline."
During this deconstruction process, a video of a "porter" suddenly went viral.
The role played by this "porter" is a cute "introductory four-panel comic" drawn by an American player. The comic is roughly as follows.
Now is the perfect time to jump into Final Frontier!
"Still hesitating about whether to play 'Final Front'? Let me analyze why you'll miss out on a fortune if you don't play it now."
"Step 1: Spend $6 to buy 'Final Front: Origins'."
"Step Two: Get a $9 coupon. See? You've already made a net profit of $3 without doing anything!!!"
"Step 3: Enter the main body of 'Final Frontline'!! It's the anniversary celebration now! An unprecedented super-large version with massive welfare events, log in to get a free 10-pull, and complete the main story to get a free SSR doll of your choice! You can have a blast without spending a single penny."
"Step 4: Remember that coupon? Use it! I recommend buying the $9 monthly card, it's a great deal, or buy the newbie pack, it's practically free."
This comic is actually a fan-made adaptation of the meme "StarCraft is selling games at a loss," and there are many similar fan-made meme comics in China.
In terms of influence, this comic drawn in "English" quickly became material for many content creators as soon as it appeared.
"StarCraft Games is losing a fortune? This time, the Americans have fallen for it too!"
But in terms of influence, this comic in "English" became like Mars after it was brought back to China by porters, fueling an already fervent celebration.
They set another fire.
On Bilibili, Weibo, and in online communities, related content has sprung up like mushrooms after rain.
If you dig deeper, there's actually a reason for this domestic reaction. Previously, "Terminator" was only popular in Asia and often topped the charts.
Therefore, many people are actually paying some "attention" to the reaction of the European and American markets.
Whether it's positive or negative attention.
This comic actually marks the first time that "Final Battlefront" has truly caused a stir in Europe and America, naturally attracting a lot of attention from players and generating a relatively large amount of traffic.
In this frenzy of traffic.
From "selling games at a loss" to "the golden opportunity for new players to get started," from "spin-off single-player games" to "games with long-term service"
There is actually a lot of "chance" involved. Simply put, the quality of the game and the pricing model of "Final Front: Origins" are both factors.
This means the game is destined to sell millions, or even tens of millions, of copies.
But in the end, it really did sell tens of millions of copies worldwide by the afternoon of the next day. This was not only due to the game itself, but also to some marketing and some luck.
This kind of luck is actually very difficult to detect.
Especially for "bystanders," this series of moves looks quite smooth, giving people a sense of interconnectedness and a logically closed loop.
Besides these, there is another type.
How did he fly???
The sense of astonishment.
(End of this chapter)
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