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I Just Want Players to Save Money, They Insist on Giving Me!

Ke Jin transmigrated into an era where gaming was in utter chaos. Everyone here deeply believed in the notion of buying happiness with money, as game companies ran wild with various schemes to trick and force players to spend. As a game enthusiast from his past life, Ke Jin felt like he was in a world without sunlight. Luckily, he obtained the Free Game Production System! Players could get the ultimate reward of the "Complete Collection of All Game Design Schemes" without spending a single cent! Not spending money? How hard could that be? Heap on the benefits! Give away 50 consecutive draws during the summer heatwave! Give away 100 draws on the second day after the server opens! Due to the game reaching 50 daily active users, we are issuing a cool skin set originally priced at 999! The planner's niece just turned 17 years and three months plus 7 days old, so we're giving away 50,000 crystals! My sincerity is almost flooding the players. Surely nobody will spend now, right? Secretary: Mr. Ke, good news! Our newly launched game has just reached over a hundred million in daily transaction volume on its first day! Ke Jin: Huh? How is that good news... No, what about the other game? The one where we give full 100-99 discount vouchers upon starting, isn't its sales terrible? Looking puzzled, the secretary said while anticipating the boss's reaction: They've been shouting things like 'what a conscientious company' and 'if we don't spend, they'll go bankrupt,' so they just topped up. That game sold a whopping one hundred million copies globally. Congratulations on making a billion! "......" At 3:30 a.m., lying in bed, Ke Jin was wide awake, unable to sleep. He posted a status: Please, I beg you, stop spending. You guys are really making it hard for me... Player: Understood, Mr. Ke is hinting life is hard, brothers, let's step up! Charge it!

Chen Tang Resting on the Moon · Urban
Not enough ratings
767 Chs

Chapter 206: Waiting for Players to Collapse in Agony and Quit the Game!_1

After listening to the description from the design director, George.

Conna only remembered one sentence.

"Hard, but fun."

His brain felt somewhat dizzy, struggling to grasp the concept.

Hard, and fun.

These two words… in the gaming industry, they're theoretically contradictory.

Because a high difficulty level means a higher player dropout rate.

In the end, it only filters out a small portion of hardcore players.

But this segment of players doesn't contribute optimistically to the game developer's sales figures.

After all, the ultimate goal for any game is mass appeal.

The more people play, the more money is made, a principle every developer understands.

Therefore, many developers offer several difficulty levels in their games.

To let casual players enjoy the game itself and let hardcore players find pleasure in overcoming challenges with various heroic and challenge difficulties.

So looking back,