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Given that there are not many women in the market who play games, one can leverage the top-up system and the overall experience. After a certain level of market promotion, this game would not be very difficult to turn into a profitable venture.
However, this game is slightly off-target; it not only aims to create a fair gaming environment but also seeks to generate profit without shackling players with limited gameplay. In short, the objectives are misaligned.
Whale players cannot find the appeal of microtransactions in it. Players who want to play games have little to do except go through daily level completions for collections. Achieving a balanced system is very challenging, even for John, who can only rely on a tricky method to achieve balance, still referencing the game Parallel Memory. For example, in "Resident Evil Resistance," John removed the microtransaction aspect from his own game.
At the same time, regarding microtransactions, John adopted another approach. That is, the accessories and gun skins in the game have different rarities, and various weapons come with special effects. This includes player skins, gun skins, and special effect gems. These are mere aesthetic decorations and do not affect the game's core content.
If players are just fighting zombies, then these aspects have no real effect. However, for some players who enjoy the dress-up feature of "Resident Evil Resistance," collecting daily rare gems and special effect items constitutes their main gameplay experience.
"Still sad?" John, seeing the gloomy Luna while finishing part of the GDD in the office, smiled.
"I feel like I don't have the talent to make games. There are many shortcomings in the whole game," Luna said, disappointed.
On the computer display in front of her is a game analysis review. It is useless to approve "Warm Around the World," but that is why the article specifically compared the game with another card game.
"Advertisement soft article, don't pay attention to those things. As long as you have money, even if the game is bad, you can highlight its advantages; a similar game can also emphasize your strengths," John glanced at it, reached over, and took the mouse. He quickly exited the page to comfort her.
"But it feels like very few players enjoy playing," Luna, resting her chin on her hand, looked at the comments below the game.
There isn't much criticism of the game, and the current game score is maintained at 8.5 points, but fundamentally, there is nothing to attract players to engage. The game lacks excitement.
"The gameplay of this type of game isn't particularly important, and the players who play these games don't know what interesting gameplay is," John said with a smile while observing Luna.
Hearing this, Luna tilted her head slightly, not comprehending.
"This is an alternative card game. The decoration of clothes can be treated as cards with various attributes. What players desire is not how fun the game is to play, but whether these cards are good enough, or if they have any practical value," John explained simply.
"Players of this kind want a feeling of collecting stamps, but they don't want to feel that their cards, whether obtained through purchase or hard work, are useless for a high price. By canceling the numerical score setting in the game, you weakened the players' desire to collect. Simply drawing a picture isn't enough," John said, looking at Luna.
Listening to John's words, Luna seemed to understand something.
"Isn't this just a simple microtransaction game?" Luna said subconsciously.
"In a way, that's true," John nodded.
This trading card type wants to be truly fair unless it is a game like a landlord, where the number of cards is constant, and the library is open. Otherwise, this kind of trading card or exchanging trading cards for skins makes it hard to avoid issues of high-value versus low-value cards.
For example, traditional Magic cards, as well as games like King and Hearthstone, are microtransaction games. Because no matter what type of player, there will always be thoughts of reward value.
In an RPG game, as a player, if I work hard to defeat a super tough boss and my reward is merely a gold coin, the feedback from the player's experience will be very poor. This mirrors activities in online games that require tedious tasks for little reward.
At this point, one might feel an urge to create a thrill. Similarly, in this type of card game, players spend time or money to obtain so-called rare cards only to discover that they offer little utility beyond aesthetics. The gameplay can be completed using the simplest card, which results in a very disappointing experience.
"Isn't this a numerical game?" Luna asked after listening to John.
"In a sense, yes," John smiled, playfully squeezing her cheeks. "It is quite difficult to establish value in card games, but one can always avoid traditional card gaming elements and develop a more placement-oriented development game instead."
"Placement development game?" Hearing this, Luna looked at him, intrigued.
"Remake the game and return the players' recharge amounts. I'll do it with you, just like 'See'," John took her hand.
Without allowing her time to respond, John continued softly, "PixelPioneers is mine, but it's also yours; all games need not belong to just you or me. Starting with this game now, I hope every future game will be developed alongside you."