Xiaoge Island mining simulator
Publish: 2021-05-02 19:23:14
1. The simulator can't dig a mine. If it can, it can't dig a coin even if the mobile phone is scrapped
2. Preparation work:
if you want to do a good job, you must first sharpen your tools
it's irritating for the NPC to fight for small tasks in the mining instry, so it's necessary to have a suitable summoner. Especially for Terran mining players. The fox spirit, who has not been the leader for a long time, has come out to pick up the beam again
the following are more difficult to deal with:
lantern boy's little followers: Physics 100, HP a lot<
Zhu Rong's Maid: not many HP, but high evasion,
Princess dragon three: more HP, high evasion
these three are your favorite. To be exact, they are a big test for your mount and Nathan
in addition to the summon beast, it is recommended that you take out the physical dodge suit you used to use in the past. After all, the AP of some monsters is still outrageous<
task process:
this process must be familiar to everyone, but I still want to repeat it<
Mining:
the first thing in mining is mining. Unlike farming and animal husbandry, you can't buy ore from any NPC. The only way is to find Cheng Ying of Luoyang inn to buy a mining pick and dig by himself. The method of mining will not be repeated. As for what kind of mine to dig, we should think about it carefully. Low grade ore can only be without losing money. The so-called "no loss" means that it can only be lost to Wang Yuanbao to recover the cost. The current situation is starting from Dushan jade, there are procts that can make money, specifically as follows:
Dushan Jade: Jasper can make money, others to Yuanbao
Yunshi mine: Han jade can make money, and others can be given to Yuanbao
silver ore: small pieces of silver can make money, and the rest will be given to Yuanbao
Shoushan stone mine: Tangse frozen stone and Tianlan frozen stone can make money, and the others are given to Yuanbao
etc...
the so-called making money means that you can set your own price for the proct. Because this kind of thing is out of stock at Wang Yuanbao. There are two reasons for out of stock, one is that the output of such procts is relatively low, and the other is that the consumption of such procts is relatively high. With this understanding, the purpose of mining will be clearer. Of course, don't give too black, lest do processing proction can't start<
smelting:
the ore needs to be smelted into procts before it can be sold
each smelting consumes aura according to the quantity of ore, and each ore consumes 24 points of aura on average
the smelting process is a process of alternating heating and forging. The NPC is Li Rong. The furnace temperature can be raised by adding fire. The forging process can improve the purity of ore. Forging can only be carried out when the furnace temperature reaches the smelting temperature of ore. Each forging process can increase the purity of ore by about 30%. When the purity of ore reaches 100%, the smelting process is completed
in the process of adding fire or forging, there will be all kinds of accidents, among which the events ring adding fire are as follows:
Li Rong's daughter lost the raccoon, so she needs to go to the first floor of the wild goose pagoda to find it. Most of the time it takes two to find it
the God of the city gives Li Zhao a dream and needs to go to Town God's Temple to find his true body. One of the three city gods really wants to take a chance. You need to kill monsters when you encounter a fake body. Find the real person and finish the task
if you want to borrow a fire from Zhu Rong, you need to kill the monster, and Zhu Rong's servant Gao dodges. But HP is rare. Victory is the accomplishment of the task. Sometimes, I don't want to play hit with children, so I directly use the blood method to add some water spirit to exchange for the waiter. When MP is full, as long as it doesn't fail, it will die
ask Princess Tiefan to borrow a banana fan. Princess Tiefan is more resistant to physics, but less than 100%. She brings a good money boy (red boy). Victory in battle is the accomplishment of the task
Li Rong lost his belongings. Go to daughter village or Fangcun mountain to find a strange willow. This is the legendary lantern and raccoon. An AP high, a physical 100, the baby almost the player is more difficult to kill. If the mount breaks physics or Haoran or shuranedan is more powerful, this is not a problem
after finishing the fire adding task, find Li Rong to reply, and you can get the reward of increasing furnace temperature<
the tasks in the forging process are as follows:
Send a letter to Zhou Zhu's wife, and find Mrs. Zhou to complete the task
ask Nu Wa for a stone, and the victory is the completion of the task
ask Princess longsan for water, and you can finish the task after victory. She takes two attendants, dodges high by herself, and has more than three strange HP. Victory will complete the task
if you want to take charge of moye's soul, you can finish the task by winning 21 or losing 5 times in a row
ask the immortal for the chapter of smelting. If the poems are correct, the task can be completed. If the answers are wrong twice, the task can be completed by fighting and defeating
after completing the forging task, find Zhou Zhu to reply, and you can get the reward of improving the ore purity
forging has higher priority than heating, that is to say, as long as the smelting temperature is reached, forging can be carried out without having to wait until the heating process is completed. Take advantage of this, you can save a lot of time. Because our main purpose is to make the purity of ore reach 100%, rather than the furnace temperature to the highest. I often encounter the following situation in the process of adding fire, that is, Li Rong asked you to complete a task in the middle of adding fire. At this time, the smelting temperature is just reached. At this time, do you want to interrupt the heating process for forging? It depends on the current ore purity
if the current purity is about 70%, you can immediately click Zhouzhu to enter forging. Because only one more forging is needed to achieve 100% purity, the extra heating is meaningless
if the current purity is low and it can not reach 100% purity in the next forging without many forging accidents, then wait for the completion of heating and forging. Maybe the extra temperature will allow you to forge twice in a row
finally, let's talk about the flag making method of mining
reincarnation division, Chang'an grocery store and Chang'an post station owner: these three flags are basically fixed, no matter what task they do
daughter village and fangcunshan: look for willows
the first floor of Dayan Pagoda; Find the raccoon
Town God's Temple: find City God;
king of Hell: play blackjack
pawnshop Wang Yuanbao: selling things
Cheng Ying of Luoyang Inn: buy hoes
the remaining task NPCs appear in uncertain places: you can make flags in the following places: Coral Island, Changshou village, outside Changshou village, Chang'an City East transmission fairy, Wu Mountain, Axe Gang, Putuo Mountain, Beiju Luzhou, the most difficult place in the border of Datang, etc
the way to insert the flag is not fixed, it depends on the number of baskets and habits of everyone.
if you want to do a good job, you must first sharpen your tools
it's irritating for the NPC to fight for small tasks in the mining instry, so it's necessary to have a suitable summoner. Especially for Terran mining players. The fox spirit, who has not been the leader for a long time, has come out to pick up the beam again
the following are more difficult to deal with:
lantern boy's little followers: Physics 100, HP a lot<
Zhu Rong's Maid: not many HP, but high evasion,
Princess dragon three: more HP, high evasion
these three are your favorite. To be exact, they are a big test for your mount and Nathan
in addition to the summon beast, it is recommended that you take out the physical dodge suit you used to use in the past. After all, the AP of some monsters is still outrageous<
task process:
this process must be familiar to everyone, but I still want to repeat it<
Mining:
the first thing in mining is mining. Unlike farming and animal husbandry, you can't buy ore from any NPC. The only way is to find Cheng Ying of Luoyang inn to buy a mining pick and dig by himself. The method of mining will not be repeated. As for what kind of mine to dig, we should think about it carefully. Low grade ore can only be without losing money. The so-called "no loss" means that it can only be lost to Wang Yuanbao to recover the cost. The current situation is starting from Dushan jade, there are procts that can make money, specifically as follows:
Dushan Jade: Jasper can make money, others to Yuanbao
Yunshi mine: Han jade can make money, and others can be given to Yuanbao
silver ore: small pieces of silver can make money, and the rest will be given to Yuanbao
Shoushan stone mine: Tangse frozen stone and Tianlan frozen stone can make money, and the others are given to Yuanbao
etc...
the so-called making money means that you can set your own price for the proct. Because this kind of thing is out of stock at Wang Yuanbao. There are two reasons for out of stock, one is that the output of such procts is relatively low, and the other is that the consumption of such procts is relatively high. With this understanding, the purpose of mining will be clearer. Of course, don't give too black, lest do processing proction can't start<
smelting:
the ore needs to be smelted into procts before it can be sold
each smelting consumes aura according to the quantity of ore, and each ore consumes 24 points of aura on average
the smelting process is a process of alternating heating and forging. The NPC is Li Rong. The furnace temperature can be raised by adding fire. The forging process can improve the purity of ore. Forging can only be carried out when the furnace temperature reaches the smelting temperature of ore. Each forging process can increase the purity of ore by about 30%. When the purity of ore reaches 100%, the smelting process is completed
in the process of adding fire or forging, there will be all kinds of accidents, among which the events ring adding fire are as follows:
Li Rong's daughter lost the raccoon, so she needs to go to the first floor of the wild goose pagoda to find it. Most of the time it takes two to find it
the God of the city gives Li Zhao a dream and needs to go to Town God's Temple to find his true body. One of the three city gods really wants to take a chance. You need to kill monsters when you encounter a fake body. Find the real person and finish the task
if you want to borrow a fire from Zhu Rong, you need to kill the monster, and Zhu Rong's servant Gao dodges. But HP is rare. Victory is the accomplishment of the task. Sometimes, I don't want to play hit with children, so I directly use the blood method to add some water spirit to exchange for the waiter. When MP is full, as long as it doesn't fail, it will die
ask Princess Tiefan to borrow a banana fan. Princess Tiefan is more resistant to physics, but less than 100%. She brings a good money boy (red boy). Victory in battle is the accomplishment of the task
Li Rong lost his belongings. Go to daughter village or Fangcun mountain to find a strange willow. This is the legendary lantern and raccoon. An AP high, a physical 100, the baby almost the player is more difficult to kill. If the mount breaks physics or Haoran or shuranedan is more powerful, this is not a problem
after finishing the fire adding task, find Li Rong to reply, and you can get the reward of increasing furnace temperature<
the tasks in the forging process are as follows:
Send a letter to Zhou Zhu's wife, and find Mrs. Zhou to complete the task
ask Nu Wa for a stone, and the victory is the completion of the task
ask Princess longsan for water, and you can finish the task after victory. She takes two attendants, dodges high by herself, and has more than three strange HP. Victory will complete the task
if you want to take charge of moye's soul, you can finish the task by winning 21 or losing 5 times in a row
ask the immortal for the chapter of smelting. If the poems are correct, the task can be completed. If the answers are wrong twice, the task can be completed by fighting and defeating
after completing the forging task, find Zhou Zhu to reply, and you can get the reward of improving the ore purity
forging has higher priority than heating, that is to say, as long as the smelting temperature is reached, forging can be carried out without having to wait until the heating process is completed. Take advantage of this, you can save a lot of time. Because our main purpose is to make the purity of ore reach 100%, rather than the furnace temperature to the highest. I often encounter the following situation in the process of adding fire, that is, Li Rong asked you to complete a task in the middle of adding fire. At this time, the smelting temperature is just reached. At this time, do you want to interrupt the heating process for forging? It depends on the current ore purity
if the current purity is about 70%, you can immediately click Zhouzhu to enter forging. Because only one more forging is needed to achieve 100% purity, the extra heating is meaningless
if the current purity is low and it can not reach 100% purity in the next forging without many forging accidents, then wait for the completion of heating and forging. Maybe the extra temperature will allow you to forge twice in a row
finally, let's talk about the flag making method of mining
reincarnation division, Chang'an grocery store and Chang'an post station owner: these three flags are basically fixed, no matter what task they do
daughter village and fangcunshan: look for willows
the first floor of Dayan Pagoda; Find the raccoon
Town God's Temple: find City God;
king of Hell: play blackjack
pawnshop Wang Yuanbao: selling things
Cheng Ying of Luoyang Inn: buy hoes
the remaining task NPCs appear in uncertain places: you can make flags in the following places: Coral Island, Changshou village, outside Changshou village, Chang'an City East transmission fairy, Wu Mountain, Axe Gang, Putuo Mountain, Beiju Luzhou, the most difficult place in the border of Datang, etc
the way to insert the flag is not fixed, it depends on the number of baskets and habits of everyone.
3. South Korea's marvelism company announced that its game related content trading website "game source" will officially open in May“ "Game source" is an intermediary website that can buy and sell game related content. It is the first trading website for game companies and game developers in South Korea
members who want to sell game related content can obtain their own unique mini mall by registering as members of the website, and sell their own game related content in the mini mall. Players who want to buy game related content can download the source code for game proction after purchase
the sales amount of successful game content will be paid to the selling members at the end of the month after decting 30% of the intermediary fee. At the same time, the website will also support customized purchase services, and game development companies or game developers can publish special needs on the website
"game source" can be divided into two ways: selling right and selling right of use. Among them, the way to sell the right, the buyer will own its related intellectual property rights, the seller can only sell once. If the right to use is sold, the relevant intellectual property rights belong to the seller, the buyer can only have the right to use the relevant code, and the seller can sell it indefinitely.
members who want to sell game related content can obtain their own unique mini mall by registering as members of the website, and sell their own game related content in the mini mall. Players who want to buy game related content can download the source code for game proction after purchase
the sales amount of successful game content will be paid to the selling members at the end of the month after decting 30% of the intermediary fee. At the same time, the website will also support customized purchase services, and game development companies or game developers can publish special needs on the website
"game source" can be divided into two ways: selling right and selling right of use. Among them, the way to sell the right, the buyer will own its related intellectual property rights, the seller can only sell once. If the right to use is sold, the relevant intellectual property rights belong to the seller, the buyer can only have the right to use the relevant code, and the seller can sell it indefinitely.
4. I'm sure there will still be new people coming into the market with a fairly small budget. People often continue to spend money in areas where it is impossible to get back to their capital, which is not a phenomenon that can be explained by logic. But whether they can succeed or not is quite another matter
to a large extent, I agree with Kristian that I am even more radical: most of the people / companies that release new games, even those developers with a budget of more than $1 million, will find it difficult to succeed or even survive on mobile platforms. Even for those developers whose revenue ranks in the top 200, I guess this is already the case. In the next year or two, this trend will only become more obvious
it will be more difficult for developers with small budget to achieve sustainable success; Of course, as a person whose main job is to sell cardboard, I am of course biased
mark Sorrell, a free game design consultant
No
say a few reasons
1. You can spend money on developing users, but it's hard for you to buy retention and profitability. Therefore, even if all the money in the world is given to you, it is impossible to guarantee the retention rate and profitability of your game. There must be help (for example, you can hire me), but those are more like art than science, and may last for years
2. Cross platform is still reasonable. That's why King's original games stay on the market longer than Zynga. Therefore, we can not regard the mobile phone game instry as a bubble.
3. Development costs continue to decline. Marketing costs are rising. Of course, big studios are likely to put a million dollars into their budgets, but that money is increasingly used for marketing. If a small team with little money makes a good game, they can still cover the marketing cost (by being acquired)
4. Great success is a random event. That's out of control, so small bets can still bring big returns
so, yes, No
Teut Weidemann, Ubisoft's online game expert
"3. Development costs continue to decline"
When did it start
I can see that there are still many small teams (let's call them independent developers) that have achieved great success, but the frequency of success will become smaller and smaller. Independent teams can still make money
in order to make an impact, you need a lot of money, and $1 million can only help you get here. Think about it. Most of the top 10 games in terms of revenue are online games. The cost of the game itself, server code, infrastructure and operation team can quickly swallow up more than half of the money
therefore, if you want to squeeze into the top $101 million, it's absolutely necessary
mark Sorrell, free game design consultant
how much does it cost to make a frame of "to story" now, for example
I think the idea of AAA / big game is totally wrong. The huge success on the mobile / Facebook platform is nothing like that
candy crush, puzzle & Dragons, Clash of clans - none of them immediately reminds me of AAA. They look good, of course, but to the same degree as Peggle. Now it's cheaper to make candy crush than it was when it was made Infinity blade is certainly well done, but it may not have a brilliant future
I have to say that a large part of the changes brought about by mobile phones and web games are about players, for example, their tastes have changed. I do think that the driving force for us to move forward has always been the design of roles and cycles and things that are more difficult to quantify. I don't think these basic things have changed
we play games, not technology. For example, you like racing games, but you are spending meaningless money. How much are you willing to spend on a puzzle game to pass the broken time
we tend to overestimate the short-term effects of technology and underestimate its long-term consequences. For games, technology leads to a way of playing that doesn't need and obviously can't use a lot of budget
I'm willing to double my bet on this idea - if a good idea is executed well, it doesn't need extra high cost, and if it is executed well, it needs some good luck to succeed
I'm sure there are more secure strategies (such as authorized adaptation), but I think that's too far from the point
Stuart dredge, guardian
many successful developers are trying to distribute on their own, working with small and talented independent developers without $1 million. Maybe that's a way out, too? Rovio stars is an example. But I don't think I've seen a huge success with this approach
Ben Cousins, director of Dena Europe studio
I am sure that small developers can still make money with small investment, if they can get strong recommendation or huge support from platform owners
but I think what Kristian is talking about is probably about higher revenue Rankings - "how do we make profitable mobile games?"
we see such a cycle in every game platform. In order to consolidate its position, a small company makes a lot of money by accident. It spends these profits on marketing and output value. It can only survive by making bigger bets to get rid of other competitors
I think the idea that "things are different now" is always wrong
compared with micro computer games, arcades bring games to more players; Compared with arcades, game machines play a more important role in the popularization of games; Compared with the game console, mobile phones play a greater role in the popularity of games
this transition is nothing special. There is no doubt that this transition has increased the accessibility of the target market
Where does money go Pong and Sega rally, who will Qian choose? They're all simple arcade style multiplayer games designed to pass the break time
Anthony pecorella, proct director of kongregate
I think Ben is absolutely right, because mobile games are getting closer to AAA games. When I say "close", I mean quality, proction team and budget. Apart from marketing, they have not reached the level of popular PC / game games or big proction movies. I'd like to see what happens as our expectations for the quality and scale of top games continue to rise. But of course, that doesn't mean that small studios have no hope of success, and even the success is divided into different degrees. While we do see big companies gaining the upper hand, we will continue to see "independence" succeed. Independent developers have developed well on steam, and game consoles have begun to treat them well. Many small teams' works have been recommended by Apple App store. Let alone "my world" let the small team see the hope of success
I think we will continue to see great innovations and disruptive technologies coming from independent studios, some of which will make a lot of money, a few of which will be able to maintain a long-term operation, but a few of them will be "truly successful". But the wages and management costs of small companies do not require them to make a lot of money every day
that is to say, with the increase of acquisition costs, I really think the games on IOS that occupy the top 50 in terms of revenue for a long time need a lot of development and marketing budget. However, I didn't say whether these budgets are about $1 million, especially considering that early revenue can be recycled back into user development
Oscar Clark, marketing officer of applifier
I like Einstein's definition of madness quoted by Ben: repeat something and hope the result will be different
every time there is a periodic change, we see that the big studio becomes bigger and the small studio becomes smaller
those who survive are often professional studios or destructive studios
I am sure that the budget of big games will go up and the publisher model will return (although they must also accept the concept of "game as a service")
I also agree with Anthony that not everyone should strive to be in the top 100... Nearly 70% of the revenue is generated by games outside the top 100, which reminds me of the power of "game as a service"
we have been sharing development risks; Start with the minimum viable proct. We use that assumption to test our ideas and get some revenue to keep the team running. That means we don't need that 10% upfront... But we may spend that money if our smallest viable proct succeeds... Otherwise we can move on to the next project without wasting any more money
that's why the free model is so popular... Not because of the extra money, but because of the extra stability and opportunities
Kristian segerstrale, director of supercell
I certainly hope that fewer and fewer people will enter the market - after all, I am a seed investor who actively sponsors the game team. But now we only look at the number of things at the competitive end:
1. Team - I think it's better to control the size of the team at 6-8 people, with special personnel in charge of code, art, design and business / numerical analysis. Depending on the talent, type of project and time required, you can increase or decrease the number of people appropriately
2. Time - obviously, there is no such thing as how many people and how many months it takes, but if someone told me that they have completed, tested and released a potential IOS / Android game in six months and achieved success, I might not believe it. If someone said that it took 10 people 18 months, I would think that for the first game, the result might be a little bit not optimistic, or that it was too ambitious at the beginning
I think we should choose a median, that is, 7 people in 12 months (9 months of development + 2 months of testing + 1 month of marketing to earn $5000 / day of net income or get into the top 300), so that you can make profits without having to worry about money
suppose your situation is that the average monthly cost (including office rent, taxes, equipment, daily expenses, legal fees, etc.) is $10000, and the operating income is about $840000. Plus the $20000 to $40000 of marketing activities and $100000 to $120000 of user development activities ring the test period, your $1 million is almost used up. It means you're out of money when you're going to make a profit. It's not a good way to run a company. I prefer to rece the above cost by 20% and spend another two months to adjust / modify the project, which may be more realistic
I still don't consider the long concept period, no direction change in the development process, no big problems in testing or release. So, I think $1 million is pretty conservative. Obviously, you can offset the cost with equity - founders don't get paid, offices become their own garages, local financial support, etc. But in either case, you're replacing other forms of investment with cash
to be honest, I hope my hypothesis is wrong. After all, the seed financing of game companies will soon become project financing, which is not a fun process. If I'm wrong, please let me know
Eric seufert, consultant to gamefounders
I think Kristian's number is reasonable, but I think the official launch should cost more money. I use a spreadsheet to calculate
to a large extent, I agree with Kristian that I am even more radical: most of the people / companies that release new games, even those developers with a budget of more than $1 million, will find it difficult to succeed or even survive on mobile platforms. Even for those developers whose revenue ranks in the top 200, I guess this is already the case. In the next year or two, this trend will only become more obvious
it will be more difficult for developers with small budget to achieve sustainable success; Of course, as a person whose main job is to sell cardboard, I am of course biased
mark Sorrell, a free game design consultant
No
say a few reasons
1. You can spend money on developing users, but it's hard for you to buy retention and profitability. Therefore, even if all the money in the world is given to you, it is impossible to guarantee the retention rate and profitability of your game. There must be help (for example, you can hire me), but those are more like art than science, and may last for years
2. Cross platform is still reasonable. That's why King's original games stay on the market longer than Zynga. Therefore, we can not regard the mobile phone game instry as a bubble.
3. Development costs continue to decline. Marketing costs are rising. Of course, big studios are likely to put a million dollars into their budgets, but that money is increasingly used for marketing. If a small team with little money makes a good game, they can still cover the marketing cost (by being acquired)
4. Great success is a random event. That's out of control, so small bets can still bring big returns
so, yes, No
Teut Weidemann, Ubisoft's online game expert
"3. Development costs continue to decline"
When did it start
I can see that there are still many small teams (let's call them independent developers) that have achieved great success, but the frequency of success will become smaller and smaller. Independent teams can still make money
in order to make an impact, you need a lot of money, and $1 million can only help you get here. Think about it. Most of the top 10 games in terms of revenue are online games. The cost of the game itself, server code, infrastructure and operation team can quickly swallow up more than half of the money
therefore, if you want to squeeze into the top $101 million, it's absolutely necessary
mark Sorrell, free game design consultant
how much does it cost to make a frame of "to story" now, for example
I think the idea of AAA / big game is totally wrong. The huge success on the mobile / Facebook platform is nothing like that
candy crush, puzzle & Dragons, Clash of clans - none of them immediately reminds me of AAA. They look good, of course, but to the same degree as Peggle. Now it's cheaper to make candy crush than it was when it was made Infinity blade is certainly well done, but it may not have a brilliant future
I have to say that a large part of the changes brought about by mobile phones and web games are about players, for example, their tastes have changed. I do think that the driving force for us to move forward has always been the design of roles and cycles and things that are more difficult to quantify. I don't think these basic things have changed
we play games, not technology. For example, you like racing games, but you are spending meaningless money. How much are you willing to spend on a puzzle game to pass the broken time
we tend to overestimate the short-term effects of technology and underestimate its long-term consequences. For games, technology leads to a way of playing that doesn't need and obviously can't use a lot of budget
I'm willing to double my bet on this idea - if a good idea is executed well, it doesn't need extra high cost, and if it is executed well, it needs some good luck to succeed
I'm sure there are more secure strategies (such as authorized adaptation), but I think that's too far from the point
Stuart dredge, guardian
many successful developers are trying to distribute on their own, working with small and talented independent developers without $1 million. Maybe that's a way out, too? Rovio stars is an example. But I don't think I've seen a huge success with this approach
Ben Cousins, director of Dena Europe studio
I am sure that small developers can still make money with small investment, if they can get strong recommendation or huge support from platform owners
but I think what Kristian is talking about is probably about higher revenue Rankings - "how do we make profitable mobile games?"
we see such a cycle in every game platform. In order to consolidate its position, a small company makes a lot of money by accident. It spends these profits on marketing and output value. It can only survive by making bigger bets to get rid of other competitors
I think the idea that "things are different now" is always wrong
compared with micro computer games, arcades bring games to more players; Compared with arcades, game machines play a more important role in the popularization of games; Compared with the game console, mobile phones play a greater role in the popularity of games
this transition is nothing special. There is no doubt that this transition has increased the accessibility of the target market
Where does money go Pong and Sega rally, who will Qian choose? They're all simple arcade style multiplayer games designed to pass the break time
Anthony pecorella, proct director of kongregate
I think Ben is absolutely right, because mobile games are getting closer to AAA games. When I say "close", I mean quality, proction team and budget. Apart from marketing, they have not reached the level of popular PC / game games or big proction movies. I'd like to see what happens as our expectations for the quality and scale of top games continue to rise. But of course, that doesn't mean that small studios have no hope of success, and even the success is divided into different degrees. While we do see big companies gaining the upper hand, we will continue to see "independence" succeed. Independent developers have developed well on steam, and game consoles have begun to treat them well. Many small teams' works have been recommended by Apple App store. Let alone "my world" let the small team see the hope of success
I think we will continue to see great innovations and disruptive technologies coming from independent studios, some of which will make a lot of money, a few of which will be able to maintain a long-term operation, but a few of them will be "truly successful". But the wages and management costs of small companies do not require them to make a lot of money every day
that is to say, with the increase of acquisition costs, I really think the games on IOS that occupy the top 50 in terms of revenue for a long time need a lot of development and marketing budget. However, I didn't say whether these budgets are about $1 million, especially considering that early revenue can be recycled back into user development
Oscar Clark, marketing officer of applifier
I like Einstein's definition of madness quoted by Ben: repeat something and hope the result will be different
every time there is a periodic change, we see that the big studio becomes bigger and the small studio becomes smaller
those who survive are often professional studios or destructive studios
I am sure that the budget of big games will go up and the publisher model will return (although they must also accept the concept of "game as a service")
I also agree with Anthony that not everyone should strive to be in the top 100... Nearly 70% of the revenue is generated by games outside the top 100, which reminds me of the power of "game as a service"
we have been sharing development risks; Start with the minimum viable proct. We use that assumption to test our ideas and get some revenue to keep the team running. That means we don't need that 10% upfront... But we may spend that money if our smallest viable proct succeeds... Otherwise we can move on to the next project without wasting any more money
that's why the free model is so popular... Not because of the extra money, but because of the extra stability and opportunities
Kristian segerstrale, director of supercell
I certainly hope that fewer and fewer people will enter the market - after all, I am a seed investor who actively sponsors the game team. But now we only look at the number of things at the competitive end:
1. Team - I think it's better to control the size of the team at 6-8 people, with special personnel in charge of code, art, design and business / numerical analysis. Depending on the talent, type of project and time required, you can increase or decrease the number of people appropriately
2. Time - obviously, there is no such thing as how many people and how many months it takes, but if someone told me that they have completed, tested and released a potential IOS / Android game in six months and achieved success, I might not believe it. If someone said that it took 10 people 18 months, I would think that for the first game, the result might be a little bit not optimistic, or that it was too ambitious at the beginning
I think we should choose a median, that is, 7 people in 12 months (9 months of development + 2 months of testing + 1 month of marketing to earn $5000 / day of net income or get into the top 300), so that you can make profits without having to worry about money
suppose your situation is that the average monthly cost (including office rent, taxes, equipment, daily expenses, legal fees, etc.) is $10000, and the operating income is about $840000. Plus the $20000 to $40000 of marketing activities and $100000 to $120000 of user development activities ring the test period, your $1 million is almost used up. It means you're out of money when you're going to make a profit. It's not a good way to run a company. I prefer to rece the above cost by 20% and spend another two months to adjust / modify the project, which may be more realistic
I still don't consider the long concept period, no direction change in the development process, no big problems in testing or release. So, I think $1 million is pretty conservative. Obviously, you can offset the cost with equity - founders don't get paid, offices become their own garages, local financial support, etc. But in either case, you're replacing other forms of investment with cash
to be honest, I hope my hypothesis is wrong. After all, the seed financing of game companies will soon become project financing, which is not a fun process. If I'm wrong, please let me know
Eric seufert, consultant to gamefounders
I think Kristian's number is reasonable, but I think the official launch should cost more money. I use a spreadsheet to calculate
5. Mining needs pickaxes. This needs gold< But gold needs money
if you don't want to play krypton gold, go to go and get some gift bags for rapid development.
if you don't want to play krypton gold, go to go and get some gift bags for rapid development.
6. PSP
New ranch story - no time for life
self online game file
New ranch story - no time for life
self online game file
7. haiti
8. You can also add a friend and unlock it.
9. You know that you are right down the corner of the lower right corner of the left and right corner of the left lower corner of the city, and you will be able to tell you what you are saying !
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