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Chapter 122 - Chapter : 121 : On How to Make Players Sell Themselves

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With the new version of "Resident Evil Resistance," it can be said that the situation of the game has been stabilized. At least the first impression of players regarding the zombie game is positive.

At the same time, the number of online users, including sales volume, has reached a new high, with a monthly turnover of 52 million in the first month.

Compared to all domestic games, this number is not particularly surprising. When placed among online and mobile game channels, it can barely be ranked in the top 10, and attempting to reach the top 5 seems almost futile.

Although "Resident Evil Resistance" is primarily a multiplayer game, it falls into the category of standalone games. Currently, its monthly traffic ranks 2nd in this category.

The first place is held by "Sword and Magic," a large-scale magic game from Gemtech, which has been on sale for two years. The high quality of the game itself still allows it to dominate local single-player games. However, it is an old game and only has a lead of 5 million over the monthly traffic of "Resident Evil Resistance."

"Mr. John, I feel that we should develop payment items. Beating 'Sword and Magic' would be a significant promotion for our studio," Armani said excitedly during the office meeting while holding a financial statement.

Although "Sword and Magic" is an old game that has been online for two years, what does that matter? Currently, the competition is still ranked 1st on the monthly list, which is enough. Surpassing "Sword and Magic" would be a great publicity gimmick, as the treatment of the 1st and 2nd places is different.

People in the conference room, including Koch and Evelien, were also very excited because they had just received a substantial bonus. The game is making money, and John is generous with bonuses. After all, while developing fun games is commendable, everyone also wants to eat and live.

"Forget them," John said as he shook his head gently. He is quite resistant to spending money on in-game items, and the key point is that PixelPioneers Studio is already making significant profits, sufficient for their daily operations.

However, Armani has a different perspective.

"Mr. John, to be honest, I don't know much about games, but there's a saying that there's a reason for existence. Many players want in-game transactions, particularly in PVE mode. Some players prefer to face the BOSS with money rather than grinding to build their strength," Armani said to John. "These are also suggestions from players that have been fed back to the customer service department."

Listening to Armani's argument, John and Koch were taken aback. Are you sure you are not our colleague? The important thing is that it sounds reasonable!

Although John knew that Armani's suggestion was primarily aimed at increasing the game's revenue and improving the company's financial report, he couldn't deny that the proposal had merit.

Like most games, why would players choose in-game transactions? Is there no alternative to playing games? This isn't the case. For some P2W players, paying money for convenience and cool features is central to their gameplay. Of course, another factor is the desire to show off.

As he surveyed the quiet crowd, Armani continued to press his point with various examples.

John remained silent for a moment; it sounded logical. If "Resident Evil Resistance" is positioned as a free multiplayer game, then he feels he might agree with Armani's proposal. However, the critical issue is that this is a game that requires purchase; even if the price is low in relation to its quality.

"Forget it," John exhaled after some thought and shook his head.

While Armani's proposal does not seem to have serious issues, the most critical point is that once item sales are activated, future versions and additional items would inevitably require incremental upgrades. This could lead to a situation where ordinary players would need to pay to access subsequent content, making early-pay weapons obsolete over time. While the early weapons might be the strongest at launch, their performance would diminish as the game evolves.

"However, for the new PVE content, we could implement a limited-time pass system simultaneously. Ordinary players could obtain extra rewards by completing tasks in the game. Players who buy a pass could choose to complete tasks to earn all rewards or purchase the level to unlock all the reward items immediately," John suggested. "Additionally, don't skimp on the rewards. Players often expend significant effort completing tasks only to receive insignificant decorations."

"For the new PVE content, ordinary players who do not purchase a pass should not receive special rewards for completing PVE mode, while those who buy into the pass system could receive added rewards," John advised the planning team. "Beyond this, the game can consider adding more social factors, launching a city feature on the larger map, along with small game interactions." John reflected on recent player feedback regarding "Resident Evil Resistance," "Such as built-in music and dance..."

It might be hard to believe, but according to data from third-party outsourcing companies, female players represent a substantial portion of "Resident Evil Resistance." Compared to other FPS games, "Resident Evil Resistance" is very welcoming to players with poor aim.

Secondly, the game offers a DIY dress-up system that allows players to create unique and creative outfits for their favorite characters. However, in "Resident Evil Resistance," opportunities for players to showcase their appearances are rare. Players who care about aesthetics are also a key source of income for the game, making this aspect of player engagement necessary.

After hearing John's explanation and seeing some new feature suggestions, Armani gasped. This is the rhythm that could turn players into enthusiastic customers.

Imagining the scene, visions of players happily giving John cash as they shook his hand filled their minds. In the end, they waved farewell with gusto.

"You are the devil!"

Discussing the follow-up content for "Resident Evil Resistance," John observed the newly formed two research and development teams taking diligent notes and nodded with approval.

However, when he noticed two other documents in the taskbar on the desk's computer screen, John could not help but cough and then adopted a serious expression. The announcement he was about to make was crucial for PixelPioneers Studio.

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