The Fourth Calamity: Starting with Dungeon Slimes
Chapter 192 New Arrangements
Chapter 192 New Arrangements
"If all goes well, this campaign should generate around 40 yuan in revenue."
"This is still a conservative estimate. If we take into account the subsequent events, I estimate it will be even higher. Based on this calculation, the amount of money spent should be sufficient, making it easier to handle the next event."
Compared to using in-game currency for business operations, real-world currency is more important. In his plan, he intends to link the game's currency more closely with real-world currency. If he has enough funds, he might even consider directly exchanging currencies.
Your exchange doesn't mean listing it on an auction house.
While official auction houses do play this role to some extent.
However, this is completely different from the official introduction of a special exchange rate. If the official introduction of a special exchange rate is to say that it is a guarantee, then it is a different story.
For most players, this pity system is very important. Simply put, with a pity system, they feel more confident spending money and are not afraid of various problems.
Simply put, it provides players with a reason to spend money on in-game purchases, and also provides a guarantee. With this guarantee, players will spend more money on in-game purchases and be more daring.
The biggest advantage of this approach is that as players spend more and more money on in-game purchases, their dedication to the game increases. Simply put, the more money you spend on a game, the more inseparable you become from it.
To put it bluntly, this is the legendary sunk cost. As long as the sunk cost is high enough, Jiangcheng doesn't need to worry about the players' online rate or their sudden quitting.
In terms of operations, Jiang Chen's side basically doesn't have any major problems.
As long as there are no problems with the game operation and nothing else goes wrong, then everything is very simple.
And that's roughly the situation right now.
In conclusion, the steel mill's current plans still need to be planned step by step, but fortunately Jiang Chen now has a concrete plan, and as long as it is implemented according to the plan, it will be basically safe.
Besides these, there are other aspects that need to be considered later, especially now that there are more and more players, so operation is also crucial. Jiang Chen has seen many games where players have almost all left because of poor operation. Of course, the biggest problem here is that the planners are too stubborn.
Actually, he felt he had a lot to say about this matter, at least based on his current opinion. First of all, many games were originally very good, but they eventually shut down because the game designers simply didn't listen to the players' suggestions. In short, the game designers didn't play the games much. Under such circumstances, when they were doing game design, they would definitely take many things for granted and think that things should be this way, but in reality, it was completely different.
Of course, the reason for this situation is actually quite simple.
Jiang Chen naturally knew what was going on.
Ultimately, from the perspective of the game designers, what opinions players raise is not very important, because they have no intention of listening to them at all. So you can raise any opinions you want; it doesn't matter to them.
But why bother with a so-called window?
It's simply to demonstrate fairness and show that the developers value the players; nothing more. Don't expect the developers to listen to the players. Every developer who listens to player suggestions does so under certain conditions.
To put it simply, it's about looking at the data. For game designers, many players' opinions are useless. Many players just follow their own ideas, and if they were actually listened to, the game could very well be ruined.
Under such circumstances, no planner dared to gamble on this, so the planners chose the safest approach.
This method can be summarized in just four words: "keep the troops still."
Simply put, you can offer suggestions and express your opinions.
But I absolutely cannot listen to that, because the risk is too great. As long as there are no problems with the game's revenue, I will maintain the status quo.
Because if you do more, you're more likely to make more mistakes, and eventually someone will have to pay the price for those mistakes.
The game designers are obviously not going to be foolish enough to foot the bill themselves, so many of the opinions raised by players are actually not very meaningful; they simply won't listen to or even look at them.
However, if problems arise with the flow of funds, then he needs to seek advice, because this is related to his work and KPIs.
This is why many players, after playing the game for a long time, notice a strange thing: the game developers completely ignore player feedback, leading to a decline in game performance. At this point, many people will angrily curse the game developers, saying they're incompetent.
However, many players are not aware of the underlying principles. For the game designers, KPIs and revenue are the most important things. No matter how much you argue, as long as the revenue is not problematic, then they are right, and you people are just misleading them.
This has led many players to feel frustrated with the game designers, as they believe that making changes to certain aspects would definitely benefit the game.
However, in reality, the game planner isn't sure if this behavior is beneficial to the game, because many things are too subjective. Simply put, for the vast majority of players, personal opinions dominate. In this situation, the opinions they offer will naturally be heavily influenced by personal views, and this personal bias creates significant problems for game operations.
However, there is a vicious cycle here: when the planner decides to use KPIs and revenue to judge whether to listen to players' opinions and whether to change the existing game operation, then he also has to face a problem: when revenue really has a problem, it is already irreversible.
Simply put, the logic behind players leaving a game is that if a game has some problems, I can tolerate it for a while, and if the game continues to have problems, that's okay, I can still tolerate it. But when players can no longer tolerate it, then everything changes.
At this point, players will leave without hesitation and stop paying attention to anything about the game. If you make changes at this point, it won't make much difference because you won't be able to win back many players. And that's the most absurd thing.
Simply put, the players and the game designers are completely separate systems.
For game designers, as long as the KPIs are met, player opinions are irrelevant and have no real reference value. But for players, I've been accumulating disappointment with this game.
When this disappointment accumulates to a certain point, I will leave completely.
However, along the way, I would give the planner a lot of advice, telling him how the game should be made and what our most direct feelings were.
Then it depends on whether the developers are willing to listen to the players' opinions and make changes, but often the final result is very disappointing.
Because the game designers' logic is completely different from the players', your opinions are unlikely to receive any feedback. As a result, many players gradually accumulate disappointment until it reaches its peak, and eventually leave. In fact, there is currently no good solution to this problem.
Simply put, the logic is not as simple as it seems. It's actually a matter of mindset. Both sides have their own ideas and plans, and neither side is willing to compromise.
The planner is unwilling to make changes because he is very worried about his KPIs and losing his job. If he does nothing, as long as the cash flow is not problematic and the status quo is maintained, he doesn't need to worry about any problems.
However, if problems arise immediately after taking action, they might be fired on the spot. After all, they are just employees, so they naturally choose the safest approach. Being too aggressive might make the game better, but most of the time the game will only get worse.
Therefore, it's impossible to balance these two aspects, but it's completely different for Jiang Chen; he can balance both. The reason he can achieve this balance is ultimately due to his current special identity and the game itself. He doesn't need to consider the boss's perspective or feel much pressure; he can simply operate according to his own ideas. Essentially, he doesn't have any so-called "strength anxiety" because the strength of this world is fixed; for many races, everything is determined at birth, unlike in the game where adjustments can be made at any time for various reasons.
The adjustment of strength will naturally have a significant impact on players.
Because a character you painstakingly developed, who was initially decent, can suddenly become completely useless after a power-up, while a neighboring class can instantly become powerful because of the same adjustment. This has a huge impact on players. Many players have chosen to quit the game because of this adjustment.
However, in their own game, there is absolutely no need to worry about these issues. And after operating for such a long time, players should have noticed that today's players are different from those who play games on a large scale.
These are all carefully selected players who have a keen sense of game mechanics. After playing for a while, they will find that the game's numerical balance is very well done.
After all, this is a real world, so of course it's done well. It's exactly as it should be, and there won't be any unauthorized changes.
This is the general situation now. In fact, most players feel that everything about this game is very absurd and well done, unlike other games where the developers make various secret changes.
That's roughly the situation.
"So right now I don't need to think too much. I just need to make sure that the operation continues on the current trend. I don't need to do anything weird for money, nor do I need to do anything disgusting for the sake of so-called online time. In short, for me, as long as I do things steadily and don't make mistakes, then I will succeed."
That's roughly the situation right now.
"In short, I've arranged everything quite well in all aspects, so there's not much to worry about, which is one of my advantages."
As for other aspects, we'll discuss them later.
All he could do now was to focus on the present and deal with the future later. With that thought, he pulled himself together and immediately issued a new task.
Meanwhile, on the players' side...
"Hey guys, did you see the official group announcement? It seems like this step is fine again."
Players saw the new announcement immediately. The task was to find a better location for the new teleportation point and then set up sufficient defenses there. The location needed to be safe and well-hidden.
Naturally, the rewards for this mission were quite substantial, and upon seeing the mission, they excitedly began preparations. This event resulted in minimal losses for them, with some even making a small profit. Of course, not everyone failed to profit; some players with lower contribution points did not gain anything and even incurred some losses. However, these losses were within an acceptable range for everyone. After all, gains and losses are normal; this game is different from other games.
Unlike other games where everyone benefits from the same pot and ends up with no one getting any advantages, this game doesn't have that problem.
That's why they understand occasional lower incomes, and seeing the new quest, players naturally know it can't be another similar event, since events don't come one after another. However, the rewards for this quest are quite generous.
"Brothers, where should we move this? The most important thing is that we don't know the way at all in the outside world. Only if we know the way can we know where it is safest to move it."
As they talked, everyone subconsciously thought of Attack on Salty Fish and his group. So far, only Attack on Salty Fish and his group had actually left this place. Apart from them, the other players had never left at all.
Seeing the way everyone was looking at him, Salty Fish was a little confused.
"Don't look at me like that. It's not that I don't want to do it, it's just that this thing is impossible to do."
"We don't know much about the outside world either. Under these circumstances, we can't give you any advice."
""
Hearing what Salty Fish Hand said, everyone was speechless. He was the only one who had been outside, but he had no suggestions.
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