How is the rental equipment in the game priced? Is it regulated by the relationship between supply and demand, or is it more inclined to development costs, or is it a starting price?
What is the rationale for the virtual props of some games that can be fired up to thousands or tens of thousands of dollars?
According to my understanding, the props that need to be priced in the game are divided into three categories:
In the game's cultivation system, players gain numerical growth by consuming cultivation materials. It can also be said that the total attribute value of the player in the game is largely the accumulation of these basic materials. So, when you buy these items, you are paying for your attributes.
Players will not get attribute enhancements directly because of these materials, they are equivalent to giving players more time.
First of all, you have to understand the concept that players grow in the game and have time progress.
On the first day, you can upgrade to level 10, 1000 combat power; on the second day, level 20, 2000 combat power...And this kind of props is to help you shorten your time process.
In other words, when you buy these items, you are paying for your time.
For the first category, the pricing of cultivation materials needs to refer to two points:
The price/performance ratio is well understood. For example, in the same training period, 10 enhancement stones can strengthen a piece of equipment and bring 1000HP attribute bonus; and 5 experience pills can upgrade a character to a level, bringing 2500HP attribute.
Then, one enhancement stone is equivalent to 100 HP, and one experience pill is equivalent to 500 HP. Of course, the price of one experience pill should be equal to five enhancement stones.
However, this problem is actually not that simple, because the player's attributes grow with the progress of the game, and the value gap of 100HP in the early and late stages is very large.
Speaking of which, you may want to ask: There are only attributes above, so how much is 500HP equivalent to?
The second point is used to answer this answer: daily output value.
There is no game that is inexhaustible, and there is no resource output.It needs to meet the basic training needs of players, so it needs to produce some value.
The value of daily output means the value of all materials that players can obtain in one day in the game.
Why is this parameter so important? Because it is closely related to the player's paid experience.
Imagine, if the value of the daily output materials in the game is 1,000 Dollars, how do you feel? You might find the game conscientious.
But this is not the case. The conscience of the game is actually up to you, the challenge the game gives you, and whether you can overcome it in a more comfortable way in the game.
If the level is too difficult for you to beat, or if various PKs are abused by others, you will still feel aggrieved.
Then at this time, if you want to solve the problem by paying, then it's over, you will find it more difficult.
Because after you recharged 1,000 Dollars, you found that it only accelerated the progress of the game for one day.So, is it that the lower the value of the game's daily output materials, the better?
Of course not, I just deliberately gave an example of this.
In fact, the essence of the problem is how efficient you are when you pay to improve your strength.
If you play the game for a day, and the output content is only 10 Dollars, then you will feel that the game is very expensive, because other people can wipe out your 10-day efforts by charging only 100 Dollars;Conversely, if the output content is 1,000 Dollars, then you have almost no incentive to pay, because the income of charging 1,000 Dollars is just an extra day of waiting.
I don't know if you found it, but in the previous discussion, the concept of speeding up the game has already been mentioned. In fact, when pricing the second type of prop, time cost, the following work is indeed an important premise.
Assuming 10 points of energy in the game, players can choose to use it to play a copy of experience to get one experience; or play a copy of enhancement stone to get five enhancement stones.
You may say: It seems that the price of physical strength is very simple, but it is just a relationship of equation transformation. But the problem is often not so simple, because in different game cycles, the material obtained by physical strength is actually changing. It is very likely that in the next stage, there are two experiences, corresponding to seven strengthening stones.
In the face of time cost, we usually consider the problem from a more global perspective.
Supposethe player can naturally get 288 energy points in one day. Then, for every 60 points of energy a player buys, they can get about a 20% progress boost.If the full level of the game is 100 days, it will only take 82 days to buy 60 energy points per day.
Did you find another problem? In fact, the game experience of such players is no different from that of free players, but the time is accelerated.
The player did gain more materials through physical strength, but he also accelerated his progress, saw more difficult challenges faster, and unlocked more training lines faster.
In other words, after the player has purchased energy, the pressure to pay is even greater, if he wants to keep up with the progress at full speed.Therefore, for their pricing, more consideration is given to the measurement of players' ability to pay, so that players with different payment abilities can be at their most suitable game progress.
The reason is very simple. Their pricing is indeed not based on much research during research and development, and a rough value can only be determined by experience.
In fact, the pricing of special materials is the most important, because the most important income in the game is that it brings.
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