Why did they have to charge fees like this? It was obvious that Chen Mo had thought it through.
To the players, the fairest way to charge fees was through buyout fees and time fees. For a game like World of Warcraft that required a lot of time, constant updates, and the cooperation of a large number of players, it was a huge loss.
Moreover, it also increased the barrier to entry for the game. Games like Legend of Zelda: Breath of the Wild only sold around four million copies in the first month. Although Chen Mo had a good reputation in the parallel world, the VR version was sold at a higher price, so the sales wouldn't increase by much.
There weren't many players who liked to buy out single player games. If World of Warcraft only had five or six million players, Chen Mo wouldn't be satisfied.
Are you kidding me? Matrix would have twenty million players by then, wouldn't they all be playing World of Warcraft?
Some people might say, "Why don't you just do the free method if you want more players? Why don't you just charge for skins like you did in League of Legends? "
However, the mode of World of Warcraft was different from that of League of Legends.
In World of Warcraft, there weren't that many champions. Most players would only play one or two characters, one main and one sub. Even if there were people who liked to play all classes, they wouldn't be able to play every single character.
How about a full set of clothing? Unique transformations? Paid mounts and pets in the shop?
Both could be done, but they weren't compatible.
Chen Mo also had mounts and pets in his previous life, but they obviously couldn't be the main source of income as they couldn't support the huge expenses of the game.
As for a full set of clothing … Many players bought hundreds of skins in League of Legends, could they buy hundreds of sets of clothing in World of Warcraft?
Of course, there were rich players, but since most players only played one or two accounts, they would only have one or two sets of clothing that they liked the most. It was impossible for them to buy an unlimited amount of clothing.
For example, some domestic games made the fashion system very popular, but it was hard to copy it because it was different from World of Warcraft.
Besides, in a game like World of Warcraft, the more powerful the items that the players wore, the better they looked. For example, in World of Warcraft, the Tier 2 and Tier 6 sets for paladins, Tier 6 sets for warlocks, Tier 3 sets for priests, and Tier 3 sets for warriors, as the top set items in the game, these clothes were the most handsome.
In World of Warcraft, multi-player team dungeons represented the highest level of challenge in the PVE game, and the players who completed these challenges achieved the highest honor.
Weapons and equipment were given to them as rewards for the highest honor. Not only did they have to have good Attributes, but they also had to have a special appearance. This was part of the reward system.
Let's say, you worked hard for a month or two to get the graduation suit of your class. Just as you were about to wear it and go to the main city to show off, you saw a few new accounts swaggering through the streets wearing the clothes they bought, and the most infuriating part was that their clothes looked better than yours …
How heart-wrenching would that be?
It wasn't that these people couldn't afford the clothes, but that the clothes were in conflict with the best suits. At least in World of Warcraft, this wasn't a tradition.
Therefore, Chen Mo might as well be more straightforward. Since he decided to charge for time, he didn't have to go through all the trouble. Cutting off the profit points on the side would also increase the reputation of the game, so why not?
Of course, the most important thing was that Chen Mo knew that the game wouldn't lose money even if he only sold the time.
Because the new Technology Point guaranteed that every player would have 10 hours of game time after they fell asleep, the players thought that they could play for at least a month or two if they bought a Technology Point Card, but in reality, it was highly likely that everyone would switch to a monthly card after a while …
Based on an average of eight hours a day, and twenty days a month, that would be one hundred and sixty hours. Six hundred and forty yuan a month was already more expensive than a monthly card.
What if everyone bought a monthly card? Five hundred yuan a month, that would be enough for a AAA game in four months.
No matter how you looked at it, World of Warcraft couldn't only last four months, right?
Setting a small goal, if World of Warcraft could last for two years, the players would be able to pay more than a AAA game.
Moreover, the developers would take a transaction tax, just like in PlayerUnknown's Battleground. Although it didn't seem like much, if there were twenty million players, it would be a huge number.
Some people might think that there was no way to ban the trade of gold coins and RMB.
The problem was that it couldn't be banned.
The trade system between the auction house and the players was one of the foundations of World of Warcraft, and it was a very important part of the gameplay. Player A would buy trash from Player B at a high price, and Player B would send money in real life. How could this be banned? It wasn't like Chen Mo could just jump out and steal money from the players.
Since private trading couldn't be banned, it was better to support it. On one hand, it would prevent scammers from appearing, on the other hand, it would provide convenience for players who really needed to exchange gold coins, and on the other hand, it would increase the income of the developers. Killing three birds with one stone, wasn't that perfect?
Some people were worried about the appearance of gold farming studios.
Chen Mo had a way to deal with this. Moreover, it was difficult to differentiate between 'hardworking farmer players' and 'gold farming studios'. As long as these people played within the rules of the game, they could earn money from gold farming, contribute to the game's tax revenue, and enrich the game's market environment. This was considered a contribution.
As for opening more accounts and mining with scripts …
Chen Mo was overthinking it. He could even destroy the cheats in PlayerUnknown's Battleground, let alone these little tricks.
Players who wanted to use scripts to hack should first think about whether they could insert scripts into the gaming pod and make it unmanned.
At the end of the day, the most important problem for World of Warcraft was time.
If the players didn't have time to play, no matter how much money was spent, or how much money was spent, it would only damage the reputation of the game, and the results wouldn't be good.
As long as they could solve the problem of time, the game could still make a lot of money even if they just relied on collecting fees.
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