win7高级启动选项:_使您的手机游戏成功。 第二部分:高级选项

win7高级启动选项:

In the latest in our series of blog posts bringing you insights from Unity users that have that have thrived in the mobile space, the experts behind games like Threes and Monument Valley explain how to succeed with premium.

在我们系列博客文章中的最新文章中,您将获得在移动领域蓬勃发展的Unity用户的见解,Threes和Monumental Valley等游戏背后的专家将说明如何成功实现高级服务。

It wasn’t long ago that some games industry analysts were predicting the ‘death of premium’. At a time when free‐to‐play was a new frontier for mobile games development, many were quick to forget the merits of the paid‐for game. Now, after rumbles in 2013 that gained momentum throughout the following year, premium should not be discarded yet in the mobile space. Platform holders are again putting premium titles front and center of their app stores, while some of the 2014’s most critically acclaimed, successful titles came with an upfront price tag.

不久前,一些游戏行业分析师就预测“溢价之死”。 在免费游戏成为手机游戏开发的新领域的时候,许多人很快忘记了付费游戏的优点。 如今,在经历了次年的2013年隆隆声之后,保费在移动领域尚不应该被丢弃。 平台持有者再次将高级游戏放在其应用程序商店的中心位置,而2014年最受好评的成功游戏中,有一些价格较高。

And a lot of those games were made with Unity. Threes, Monument Valley, The Room 2; these and many others prove both the potential of free, and the power of Unity as a platform for building a free‐to‐play mobile success story. If you want a sense of just how successful, look no further than the latest figures made public by Monument Valley studio ustwo; a team that have never been afraid to share their data. As detailed in the London outfit’s recently published infographic ‘Monument Valley in Numbers’, the refined isometric puzzle game was built using Unity in 55 weeks, costing the studio $852,000 dollars. 2.4 million official sales later, Monument Valley has generated $5,858,625 in revenue.

许多游戏都是使用Unity制作的。 Threes,纪念碑谷,房间2; 这些以及其他许多方面既证明了免费的潜力,也证明了Unity作为构建免费的移动成功案例平台的强大功能。 如果您想了解成功的秘诀,那么请看纪念碑谷工作室ustwo公布的最新数据。 一个从不害怕共享数据的团队。 正如伦敦公司最近发布的信息图表“ Numbers Monument Valley in Numbers ”中所详述的那样,精致的等距益智游戏是在55周内使用Unity制作的,工作室的成本为852,000美元。 经过240万次正式销售,纪念碑谷创造了5,858,625美元的收入。

Monument Valley 800x475

81 per cent of Monument Valley’s revenues came on iOS – the game was also launched on Google Play and Amazon; a feat made simple by Unity’s cross platform strengths – and made $145,530 in its first day. Not bad for a title made by a team of eight developers who began work on the game when some observers were still predicting the demise of premium priced games.

纪念碑谷收入的81%来自iOS –该游戏还在Google Play和亚马逊上推出; Unity的跨平台优势使这项壮举变得简单了,第一天就赚了145,530美元。 对于一个由八名开发人员组成的团队的游戏来说,这不错,当一些观察家仍在预测高端游戏的消亡时,他们便开始从事游戏。

Fortunately for their fellow Unity users, ustwo are as generous with their advice as they are with their numbers. Neil McFarland is Head of Games at the studio, and he has some tips for Unity developers with a game that they feel might suit premium.

幸运的是,对他们的Unity用户来说,ustwo和他们的电话号码一样慷慨。 尼尔·麦克法兰(Neil McFarland)是该工作室的游戏主管,他为Unity开发人员提供了一些技巧,使他们觉得可能适合高级游戏。

“I think a developer must understand whether or not their game holds a premium offering; if in fact it is offering content or experience that needs to be free from the pestering a freemium title must insert,” suggests McFarland. “So that means that a premium game should be considered in terms of making a really good and valuable experience right from the start.

“我认为开发人员必须了解他们的游戏是否拥有优质产品; 如果事实上它提供的内容或体验需要避免不必要的麻烦,必须插入免费增值标题,”麦克法兰说。 “因此,这意味着从一开始就应该提供真正好的和有价值的体验的角度考虑优质游戏。

“What is your game saying?” continues McFarland. “Why are you making it? Is it different from or better than similar games and therefore valuable to the player? If it is these things then you should stand a good chance of being promoted by the platform holders. They value these experiences because they sell their products and you’re justified in thinking you should be paid for producing the game.”

“你的游戏在说什么?” 麦克法兰继续。 “你为什么要这么做? 它不同于或优于同类游戏,因此对玩家有价值吗? 如果是这些事情,那么平台持有人将有很大的机会提拔您。 他们重视这些体验,因为他们销售产品,并且您有理由认为您应该为制作游戏而获得报酬。”

Threes 800x475

And ustwo isn’t alone in its willing to share the experience of mobile success with the wider Unity community. Asher Vollmer is a game designer at Sirvo, which saw its Unity‐built tile puzzler Threes! explode in 2014, scooping an accolade at the Apple Design Awards (during a ceremony packed with premium Unity‐made winners, such as

而且,ustwo并不愿意与更广泛的Unity社区分享移动成功的经验。 Asher Vollmer是Sirvo的游戏设计师,他看到了Unity制作的拼图游戏Threes! 在2014年爆炸式增长,获得了Apple设计奖的殊荣(在由Unity制造的优质获奖者参加的颁奖典礼上,例如

Monument Valley, Device 6 and Blek). “I think it’s much easier to have a weird creatively interesting game that’s premium that makes a profit, than to have a weird creatively interesting game that’s free [and makes a profit],” says Vollmer on why he feels premium appeals.

纪念碑谷,装置6和布莱克(Blek)。 “我认为拥有一款能赚钱的优质有趣的创意有趣游戏要比拥有免费[并能赚钱的”优质有趣的创意有趣游戏要容易得多,”沃尔默说。

“With free you can fail if you focus on making a game good instead of making a good in‐game economy that people can spend infinite money on.

“免费提供免费服务,如果您专注于开发一款出色的游戏,而不是打造人们可以在其中花费无限金钱的良好游戏内经济,那么您可能会失败。

“Knowing who your audience is important if you’re going premium with you game,” he adds. “I mean, that’s a pretty good, fundamental ‘rule number one’ for good game design. Know your context and know your audience. When you make a premium game your audience is going to be different from when you make a free game. You should think about that audience, and take advantage of that distinction.”

他补充说:“要让您的游戏精益求精,了解谁的观众很重要。” “我的意思是,对于良好的游戏设计而言,这是一个非常不错的基本'规则第一'。 了解您的背景并了解您的听众。 当您制作高级游戏时,您的受众将与制作免费游戏时的受众有所不同。 您应该考虑该听众,并利用这种区别。”

It’s a sentiment expressed by another studio continuing to thrive through premium with Unity‐made titles. Fireproof Games’ series The Room is presently set to continue with the anticipated launch of the third installment in spring 2015, following two hugely well regarded premium releases from the UK team.

这是另一家工作室表达的一种情感,该工作室通过Unity制作的游戏继续在优质产品中蓬勃发展。 Fireproof Games的系列《房间》目前将继续进行,预计将于2015年Spring推出第三期,这是继英国团队两次广受好评的高级发行之后。

The Room Two 800x495

“There’s no one way [to design premium games] for sure but, there’s a few things we’d bear in mind,” explains Barry Meade, Director and Co‐founder at Fireproof Games. “Your game must be commercially aware ‐ that is, know why you’re making it, or in other words, why an audience might want it. Is it answering an un‐served niche ripe for the taking? Or is it a very fun and accessible game anyone would like? Or maybe a brand new game, a genre of its own?”

“肯定没有(设计高级游戏)的方法,但是,我们需要牢记一些事情,” Fireproof Games的董事兼联合创始人Barry Meade解释说。 “您的游戏必须具有商业意识-也就是说,知道您为什么要制作它,或者换句话说,为什么观众可能想要它。 它是否正在回答一个已经成熟的利基市场? 还是任何人都想要的一款非常有趣且易于访问的游戏? 还是全新的游戏,属于自己的游戏类型?”

Regardless, says Meade, it’s not enough to make an idea into a premium title just because you like it. Instead, it has to be best in class in some way.

米德说,无论如何,仅仅因为您喜欢一个想法就将它变成一个高级标题是不够的。 取而代之的是,它在某种程度上必须是一流的。

“I think at Fireproof we’d all say novelty is important here,” continues Meade. “There must be a cleverness to the execution and in some ways it should be a game only your team could make. I certainly wouldn’t listen to anyone telling you to copy other game styles.”

“我认为在Fireproof上,我们都认为新颖性很重要,” Meade继续说道。 “执行必须有一个聪明点,并且在某些方面应该是只有您的团队才能做到的游戏。 我当然不会听任何人告诉您复制其他游戏风格。”

Daddy Was A Thief 800x475

Of course, it would be rather unwise to disregard free‐to‐play all together if you plan on releasing a mobile game. It remains a dominant trend across mobile development, and despite some headline grabbing statistics about user acquisition and retention’s increasing costs, free can still work for teams of everysize.

当然,如果您打算发布手机游戏,那么完全不考虑免费游戏是非常不明智的。 它仍然是整个移动开发中的主要趋势,尽管一些头条新闻收集了有关用户获取和保留成本增加的统计信息,但免费仍然可以适用于各种规模的团队。

Fortunately, Unity users need not always commit one way or the other with their game’s business model. That’s because of the simple fact that the engine’s cross platform advantages don’t demand target platforms each receive an identical version of a given title.

幸运的是,Unity用户不必始终以他们的游戏业务模式来采用一种或另一种方式。 这是因为一个简单的事实,即引擎的跨平台优势并不要求目标平台都获得给定标题的相同版本。

Rebel Twins is a small Polish studio founded in 2012, which has seen its hit game Daddy Was a Thief prosper on both Android and iOS mobile phones for some time. Partly, the success came from the fact that the game is both freemium and premium. That is to say, it is a premium title on iOS, and a freemium release on Android; a simple result of the studio identifying an opportunity in using Unity to adapt their business model to suit each platform.

Rebel Twins是一家成立于2012年的小型波兰工作室,在一段时间内,其畅销游戏Daddy Was a Thief在Android和iOS手机上都获得了成功。 成功的部分原因在于游戏既是免费游戏又是高级游戏。 也就是说,它在iOS上是高级标题,在Android上是免费增值版本; 这是工作室确定使用Unity调整其业务模型以适合每个平台的机会的简单结果。

“Daddy Was A Thief is a paid app on the App Store,” says Cezary Rajkowski, Rebel Twins Art Director and Developer. “We’re not a huge fans of freemium models and dual‐currency systems which usually ruin gameplay. Unfortunately premium game sales are almost non‐existent on Google Play. That’s why our particular focus is on free games supported by ads for Android users. We tried to be fair so there is only one in‐game currency and you can unlock everything by just playing.”

Rebel Twins艺术总监兼开发人员Cezary Rajkowski说:“ Daddy Was A Thief是App Store上的付费应用程序。” “我们不是免费增值模型和双币种系统的忠实拥护者,它们通常会破坏游戏玩法。 不幸的是,Google Play上几乎没有高级游戏销售。 因此,我们特别关注Android用户广告支持的免费游戏。 我们试图做到公平,因此只有一种游戏货币,您可以通过玩游戏来解锁所有内容。”

It’s a model that has worked well for Rebel Twins. By offering a paid version and a player‐friendly free version, the studio has seen its game downloaded over 3.3 million times, and to this day enjoys well over 600,000 active users. And the total Rebel Twins spend on marketing, user acquisition, advertising and so on? A wholesome zero dollars; a figure any studio should like the sound of, whether they are opting to go with premium, freemium, or both.

对于Rebel Twins来说,该模型效果很好。 通过提供付费版本和便于玩家使用的免费版本,该工作室的游戏下载次数已超过330万次,迄今为止,该游戏的活跃用户已超过60万。 Rebel Twins在营销,用户获取,广告等方面的总支出是多少? 有益健康的零美元; 任何工作室都应该喜欢的声音,无论他们选择使用高级,免费还是两者兼而有之。

Other blog posts in this series:

本系列中的其他博客文章:

Making Your Mobile Game a Success. Part One: F2P Game Design

使您的手机游戏成功。 第一部分:F2P游戏设计

Making Your Mobile Game a Success. Part Three: Acquiring Users

使您的手机游戏成功。 第三部分:获取用户

翻译自: https://blogs.unity3d.com/2015/04/30/making-your-mobile-game-a-success-part-two-the-premium-option/

win7高级启动选项:

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