Let's start by going back to the past 10 years
Your game is built to entertain
And which game really means to entertain is a big idea
Your big idea was beat everybody in the game field
Professional players were reached through images, figures, sounds, game control, fluency and other indicators
You know the habits and expectations of your players well
You’ve perfect game design just right next to the media
And your webgame was sure to hit him
So the players begin to notice you
They like what they see and they trust what you say
But just to be sure, they might ask other players or friends what they think too
Not leaving anything to chance
You give things at hand with some well chosen flatting PR, *water-force, guild totem, QQ group, game media, activities and Internet Cafe push
And make sure that the potential players could see your new webgame
Now the critical moment
Pose the point to sell; your game will be sure to stand out from the crowd
Be calm, hold your nerve. If you provide attractive awards, do well in guild activities, open new servers timely, launch continuously advanced equipments, ensure the RMB players enjoy themselves, and raise the ARPU value
The webgame wins through
And the profit is made
Speaking of the highlight of your webgame
You share similar scheme and theme with other similar producers
With the majority of your efforts on the type of planning a little bit conservative but has made profits elsewhere
Forceful promotion
The marketing job of the webgame is done, leaving the profitable servers gradually mixed and forming multi-servers, then open new servers…everyone is happy.
Let’s get back to today, the whole new “WebGame Time”: OnLine and OnLife
Here’s your webgame, still there
Still strong
And of course your big idea through traditional indicators still needs to cater to the players
But this time we have a few more “groups of players”
Things are a little more complicated with some new groups
Female players, students, office ladies, children, the “after 90s”, and “otakus”
Along with mobile entertainment like iPhone4 and iPad the highlights of webgames have become more or less uncertain
They prefer to use their “a little spare time” to play a “5 seconds’ game”
Also willing to accomplish a little independent game task while taking subway, and keep the score in a bigger game system
We can still reach the players through promotions
But that bombard with so many similar webgames
They might not even notice your game
Fortunately, there are many new ways
We can help bring players and games together
You’ll still need to do a great job in PR, - *water-force, guild totem, QQ group, game media, activities and Internet Cafe push
However players might become more skeptical
They’ll want to taste more
More simple happiness, meanwhile more interesting their lives could be
And it’s so much easier to share happiness with other people today
On the same map, classmates, friends, colleagues and people from the same city are all online
But also through friends to friends, they can access lots of people to finish a mission together
Such as hitting 3 “damn shrewd-mice” within only 5 seconds
In this connected environment
They’ll complete the interactions between players via a variety of sources
Of social networks and twitters
They are no longer interested in juggles of words
Hoping the figures of their friends, who are slave in the game, can be vivid as mining
And fight with them shoulder to shoulder in the game battle between "company tribes"
The interactions between players take place
Whether they play webgames or not
How much you entertain the players as a game is even more important than your animation
A big idea of a webgame is essential, the true happiness you can bring to a player’s real life even more so
So you’ll consider how to get involved in the social networks and twitters like us
Learn to pierce how people gain happiness via “social intercourse”
Just think about it, if you can “crimp her straight hair” in 5 seconds
Then You can get a beauty salon’s 70% discount coupon while gaining scores and experience rewards
Sounds good?
Call your friends and try it at once!
At the little linked games in your WebGame website, or mobile phone
Would often become the first port of call when office ladies, students, white-collars, and “otakus” have even a little spare time
As people seek us out
We want to create an integrated value added strategy
In order to provide our players with completely new tastes
One payment in the game, you would not only earn the virtual equipments, but also get real commodities
WoW! This will ensure our game to stir up a trend among players
Our players will get every way to connect to the game right away, such as WebGame、Android and AppStore
They look forward to the interaction between the game and real social intercourse
We’ve earned their enthusiasm, they know they will enjoy the new experience
All they need to do now is to experience the thousands of items and other magical functions in our game
So finally the purchase is made HAPPILY
Putting all money into those similar products
Really won’t get the “after 90s”, office ladies, white-collars and “otakus” keep enthusiasm and pour money into your game anymore
Instead of spending all our money out front, we need to think back
How we can sustain the relationship between game and players over 365 days a year
Rather than only focus on opening new servers to take money
The past 10 years was defined by professional players and RMB players
Today in the new “WebGame Time”
We still emphasize the playability indicators of the game
And most importantly
We must understand how to improve each player’s real social intercourse, and get him willing to interact and share his happiness with others
Thus we can earn the enthusiasm of each player
A little more effort, but well worth the result
51Going OnLine + OnLife
Bringing players, webgames and the happiness of life and consumption together with innovative planning, like never before