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Game Psychology: Recharge and draw cards, money is stupid

"He looked at the forked character pool and thought in his heart that he must win within 40 draws, whether it is Emperor Jun or Wang Xiaomei, I want it all."

01 Bad currency drives out good money

Psychological operations in mobile games are becoming more and more common, because the more terrifying the flow of water created by mobile games, the more it can attract high-quality talents. Psychology, as a universal intermediate science, is naturally favored. The core of the success or failure of a game lies in whether it can continuously produce love. The more it is sought after and loved by players, the more the game can dominate this era of entertainment supremacy.

How to attract more players to play the game, how to ensure that old players have stickiness, and new players do not lose? Just by virtue of the game's own graphics and sound plot, it can only capture some people. No matter how good the single-player game is, it can't escape the play lifespan. Moreover, in addition to the buyout system and DLC fees, it is difficult for today's stand-alone games to generate new revenue. In the field of games, which seems to be full of treasures, single-player games can not compete with the giants in mobile games in any way. In recent years, due to the expansion of mobile phone screens and the enhancement of storage, mobile games have become more and more comparable to terminal games.

Nowadays, if we do not deliberately emphasize, the game analysis we are talking about is basically an online game, and in the online game, as a typical one, it is nothing more than a variety of mobile games. Since the beginning of 2020, countless Internet manufacturers have gone to the sea to create their own mobile games that can be linked by terminal games. Such as the "Fantasy Journey to the West" of the Pig Factory, the "League of Legends" of the Goose Factory, and the endless "Legends". Mobile to mobile game end, is already the trend.

Game Psychology: Recharge and draw cards, money is stupid

Image source network

Traditional mobile games that rely on recharge to unlock levels and obtain powerful items are gradually withdrawing from the market, and games that earn money for promotion fees through embedded advertising are also weak. In the 21st century, human attention is seen as a resource, and this resource is being competed for by big factories. Small game factories that lack capital investment and technical support are like a lonely boat in the capital torrent of large factories, and if they do not have the determination to break the boat like rice flickering, they will soon languish in the face of the increasingly homogenized reality.

In order to create a more eye-catching and gold-absorbing game, it is one of the priorities to study the psychological activities of the human heart and explore it to make it "head-on". Game makers no longer focus on gameplay, but instead think hollowly about how to empty players' wallets. At a time when the game genre is becoming more and more solidified, more and more game manufacturers have chosen more insurance micro-innovation measures. This makes the homogenization phenomenon in the entire game market increasingly serious. In basically all games, we can see the two game mechanics of "Opening Treasure Chest" and "Drawing Cards".

02 Probability scam

A coin is constantly tossed to the ground, and the probability of landing on both sides is 50%. By keep throwing, we can get closer and closer to that number. This is a classic example of randomness. This case also shows us that probabilities do exist and do conform to objective laws. But none of the randoms in the game are really random.

If you want to get close to the truth of the facts, you must learn to turn the direction of your thinking. Imagine what is the fundamental purpose of a game company making a game? If it wasn't for making money, who would have gone through the time and effort to do so much troublesome stuff? Game manufacturers are essentially profit-driven commercial companies. Games, a kind of entertainment commodity, are a virtual entertainment experience peddled to players. Earning money from players is the core goal of the game company. Others, such as cultural output, such as reviving the glory of a certain game genre, such as nostalgic retro, such as enlightenment, etc., are just derivative concepts under this goal.

Game Psychology: Recharge and draw cards, money is stupid

So what is true randomness? That's really creating a probability similar to what we just said about a coin tossing upwards, upwards in a certain direction. This random pattern is extremely cruel to the non-chiefs detector. Although the probability of a coin being tossed upwards is 1/2, this shows that there is a possibility of constantly tossing upwards, but always upwards. Ten upward throws, ten times are the result of the back, although the probability of polar polarity, but this probability can not be completely erased. There are two sides to the coin, so the answer must be two possibilities. No matter how lucky or unlucky you are, you can't completely ignore the other outcome.

The draw cards in the game are similar to the mechanism of scratching the prize. The difference is that the game's built-in card draw module often arranges more high-quality cards (SSR of the Yin-Yang Division, the five stars of the original god, the legend of Hearthstone), unlike the lottery, the most advanced reward is only one. When we previewed the deck, the game planner first insidiously displayed all the cards "equally", thus creating the illusion that all the cards in the deck had an equal number of cards. In fact, we know that the higher the rarity, the lower the chance that a card will be successfully drawn.

Game Psychology: Recharge and draw cards, money is stupid

If the game draw is really random, then the game will have an extremely bad experience. Because true randomness is completely out of the control of the system. Game companies also can't influence the player experience. This makes it difficult for planners to analyze in-game changes and player experience, so that the game cannot be further optimized or innovated. Because it's out of control. For the player, true randomness is a real hellish draw. Whether kryptonians or poor people, everyone can only bathe in the glory of the goddess of luck to draw cards. This is bound to be the outrageous situation where someone recharges a lot and can't draw an ssr, but another novice player just draws a card and draws the strongest SSR. This will hit the player's confidence in recharging hard, greatly weakening the player's desire to recharge. Remember when we said at the beginning, what are game companies making games for?

Game Psychology: Recharge and draw cards, money is stupid

Image source network: a game recharge interface

The result is clearly unflattering on both sides. The most important thing about the game is that someone has to play the game, and the most important thing about someone to play the game is that the game is fun. If you can't draw the card you want, and even if it's difficult to get the card no matter how much you charge, people with normal thinking will choose to withdraw and leave because there is no hope. True randomness is hopeless, like buying a lottery ticket. The loss of this part of the "rich but not lucky" players will be a heavy blow to the game's revenue. Players who have not been able to draw the cards they want have lost interest in the game in repeated waiting and disappointment, and will question the fairness of the game.

To avoid this, all card draw games are arranged with 10 consecutive purple mechanisms. Purple here refers to prizes that are one notch lower than the prizes in the first prize. 10 consecutive will produce purple, which makes the true result of 10 consecutive blue-green disappear. There is nothing scary about being random than that ten draws must be thrown ten times. And that's not enough, because the player is obsessed with the jackpot, which is the Gold Card (SSR). So in order to further stimulate the player to draw cards, the randomness is once again distorted, between the 70-90 draw, constantly improve the probability of the player to draw the gold card, in order to continuously raise the player's expectations, and after the shipment (gold card), the probability is cleared, and a similar cycle again becomes a necessary operation.

Real random look at the face, pseudo random look at money. The card draw game uses people's psychological stereotype of "expectations are not disappointed, hoping for echoes", inducing consumption step by step, and then making players "on the top", and finally squeezing the player's wallet.

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