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Behind the "liver explosion" phenomenon, you are willing to be "enslavery" by mobile games

Behind the

When front-end games dominated the game market for a few years, the word "liver" was not that popular. But it does not mean that the games at that time were not serious. For example, foreign Warcraft, domestic well-known online games such as Tencent DNF and Shanda DN, all of them were very serious. However, when I was playing games, I was crossing my legs and holding a cigarette, just like watching a movie leisurely in the living room of my home. It took two or three hours, five or six hours, and I was very happy. Most players still have money, not time, because you still have a lot of time to sit and play at home or in the Internet cafe.

As smart mobile devices bring great convenience to people's daily life, communication between people has become easier, but the distance between people has become farther and farther. The reason is that the pace of life is generally accelerating now, from childhood tutoring classes, college entrance examinations when I was young, to joining the busyness of three points and one line after college. The pressure brought by fast-paced life makes people want to escape from the society they live in. It happens that mobile games and social networks can satisfy what modern people desire, and briefly take off the cloak of social identity and become an alternative self.

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What does the fragmentation of mobile games bring?

The emergence of mobile games is a product of this era. In addition to giving people a more comfortable and convenient gaming experience, mobile games also bring a high degree of entertainment freedom. In an era when you have to choose a day when you go to watch movies with your friends for two hours, being able to play games and pass the time on buses, subways, and stations is indeed a very good choice. It is no wonder that there are so many people who bow their heads.

The use of fragmented time is a good thing in itself, and many mobile games are very interesting and extremely addictive. For example, a very simple leisure puzzle game, which can pass more than ten levels in a row or surpass friends' rankings, may not be as refreshing as the pleasure of a certain PC game when it bursts out with top-quality equipment.

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So even in the simplest mobile games, some people are willing to spend a lot of time investing. Only when there is demand can there be a business. Just as mobile games are created just to waste offline time, and they do not force you to spend the day and night. Mobile game manufacturers have seen this. They not only use your usual fragmented time in the design of the game, but also use the player's psychology to squeeze your normal working time in operation.

So the original fragmented time can no longer meet the needs of the game. When the game even begins to affect normal work and study, the feeling of being "enslavery" by mobile games will become more and more obvious.

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"Liver burst" is really what you wish?

Why are you doing this in the past few years&ldqThe word uo;liver" is often used, especially in mobile games. The reason must be said that there are many types of mobile games nowadays, and the games are not as simple as before. While they are becoming more and more serious, there are more and more ways to encircle players.

From the perspective of the demilitar, the ship girl, and then to Onmyoji, the heavy development of this type of game is reflected in: the core mode of the game is very similar to the Japanese gliding mechanism, and a series of complex gameplay are added to its mechanism: the card drawing (extremely low probability), training (requires a lot of experience and materials), and breakthrough (requires rare materials). The game is not only extremely unfriendly to novices, but it also takes a lot of time to get a sense of accomplishment in the game. Moreover, a large number of game activities are even more dazzling, and non-core players seem to understand why they need to recharge.

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There is another type of game that uses free bait to catch larger fish. In fact, paying for games is common among the player group, and many players are not short of money. However, this type of mobile gameplay completely deviates from the original intention of mobile games to be fragmented, and there are many signs of adapting PC games. For example, the popular Glory of Kings, Dragon Valley mobile games, Torch Light, etc., there is nothing wrong with the existence of paid in mobile games. However, as a mobile game player plays a game of at least ten minutes and at most half an hour. With the experience of micro-operation, competitive confrontation, and touch screen wrangling, it is hard to say that this type of game does not take up normal work, study and rest time.

Of course, this type of game is still remarkable in terms of game themes and core gameplay, but as a mobile game, which is what you want to plunder people so much time and energy? Can you really stick to it with less time?

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Mobile games that emphasize core fun will be expected

Make good use of users' fragmented time without imposing the game on users. Mobile games should play the role of free and comfortable games. When users are not satisfied with casual games such as elimination and cutting ropes, and are eager to experience more fun from the game, mobile games with mild and rich core fun will inevitably be expected. The pace of life is getting faster and faster, and daily communication between people is getting less and less. The experience of mobile games will be lighter and more comfortable, with stronger social stickiness, rather than the stickiness of the game itself.

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For example, a recently exposed mobile game "The Legend of Concubine Xi Fei Q", which is refined from the system gameplay of the game, emphasizing the freedom, comfort and social experience of the mobile game, which is very desirable. In particular, the game strengthens the core fun players expect, simplifies operations, eliminates the process of players obtaining experience, money, and materials, and almost "sitting for it" gameplay, allowing the palace fighters to spend their energy on the core fun of the palace fights, plots, dress-ups, and business training that they pay attention to.

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More and more mobile games like "The Legend of Xi Fei Q" add to the fun of the game and subtract from the energy spent. Their acceptance group will also start with the female player group that has gradually been paid attention to in recent years. They will not satisfy the monotony of the fun of the game and refuse to severely occupy daily life. They will become the first batch of abandoners in the "liver-thrilling" mobile game.

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