Chapter 9 (1/2)

Qiu Hengyang didn't mind. When the audience's laughter subsided, he continued, ”the last question is the advertising board on the gameover screen.”

”Many novice game designers have a problem that they don't pay attention to the profit-making way of the game, and they didn't take it into consideration at the beginning of the design.”

”For example, the game” Hunter island ”is the second best work of this time. It's a relatively mature adventure game in itself, but the designers also don't consider the way to make profits, which is a pity to me. ”

”It's not that you can design a game and succeed. It's like making a movie. Your movie score is very high, but the box office is bleak after it's released. It's not a success. ”

”If you don't think about a particular way of making money, then your game can only be put on the app market and sold on a regular basis.”

”Let's assume that the price of Hunter island is 10 yuan. At present, there are 330 recommendations. Let's assume that 80% of the 330 people are willing to pay for the game - this proportion is already high - so the profit of Hunter island is 2640 yuan.”

”Looking back, let's look at flappybird again. If it also chooses to pay per person, I can assert that it will become a very failed product. ”

”But it's obvious that the designer has taken this into consideration. He has set the profit mode of flappybird as free download and advertising fee, which is very smart, and is very consistent with the characteristics of the game itself.”

”The total game time of all players is 349 hours. Let's assume that they die every 10 seconds on average - that's a high value. Most people can't hold on to it for three seconds.”

”So, the total number of deaths for each player is 125640, so within one hour of the trial, 120000 ads have appeared in the game.”

”Moreover, we should pay attention to that the target of these advertisements is very clear, because the users who like to play the game” flappybird ”must be mobile game users, and they are users with high quality, because the players who can persist are very patient.”

”So if I was the designer of another mobile game, I would consider buying this advertising space. We assume that every 30 advertisements of flappybird will attract one player, and every 10 real players will generate one consumption. So, the revenue from my advertisement on flappybird is 418.8 times of consumption. ”

”If I spend 10 yuan each time, then the income from my advertisement on flappybird is 4188 yuan, and I will be willing to spend at least 3000 yuan to buy this advertisement space - which is more than that of Hunter island.”

”Please pay attention to one more point. ”Hunter island” adopts the way of single purchase. There are few players who like this kind of game, and those who have bought it will not buy it again, so its subsequent profitability is very weak. ”

”But flappybird, because of its strong spreading characteristics like virus, its users are likely to grow explosively. Moreover, the advertising space can be changed regularly. It will be sold to me this month and to him next month. In this way, the subsequent profits of the game will be guaranteed.”

”So, there is a huge gap between the profitability of flappybird and Hunter island.”

”All of the above are factors that I think flappybird can succeed in this game. The most important point is that the author integrates all these points and basically makes every decision right, which surprises me most! ”

”To be honest, if you give me 6MB of resources to make a game that can surpass” flappybird ”in profitability, I can only say that I can't do it.”

”I finished commenting, host.”