One interesting phenomenon is that the players who are least willing to spend money in the game are the ones who care the most about the free in-game currency.
Can't progress in the game? No problem, I'll give you diamonds. Just log in today, and I'll give you 100 diamonds. Clear several levels, and I'll give you 500 diamonds. Reach level 30, and I'll give you more...
These players start calculating: 100 diamonds are worth ten dollars, logging in gives me ten dollars, clearing levels gives me fifty dollars, and levelling up gives me one hundred dollars...
And quitting the game? That means losing out on dozens of dollars every day.
At this point, many players will stay for the money.
Some might think this happens because players are poor and wouldn't be tempted by such small amounts if they had more money.
This view is entirely wrong.
Whether players care about free in-game currency is only related to their personality, and most people do care about it.
Alex Parker had seen rich players in his previous world who spent tens of thousands of dollars in the game but still cared about the few hundred diamonds given daily by the system.
When these players stay for the free money, they gradually accept the "pay-to-win" model and the exchange relationship between in-game items, diamonds, and real money.
Later, these players who initially didn't want to spend money might become paying players during some enticing recharge event.
From the first recharge to monthly cards, lifetime cards, and then the first large payment, they would end up spending more and more money.
Even if they never become paying players, they still contribute to the game's ecosystem, playing alongside paying players.
For these completely free-to-play users, game companies still welcome them. As the saying goes, those who have money contribute money, and those who don't contribute their presence.
The third type of enjoyment builds upon the first two. Players must fully appreciate the gameplay and content to willingly become Pavlov's dog and spend money on virtual cards and power in the game.
Planning the game's overall framework took Alex Parker two days. Then, he spent a week writing detailed rule documents.
This time frame was similar to when he worked on "Plants vs. Zombies" because, although the rules of domestic card games seem simple, they are detailed and require time to write out.
Meanwhile, the sketches for the card illustrations were continuously produced.
Although the volume of cards was large, Alex didn't need to complete them all at once. Outsourced artists would progress as they could and wouldn't be delayed.
Additionally, Alex checked on the progress of the illustrations and animation production. Everything was going smoothly. Frank Grant would send Alex the first episode of the "I Am MT" animation by the weekend.
After completing all the design documents, Alex asked Amy Johnson to input all the rule documents into the editor, generating the initial project for "I Am MT."
Amy and Lily Emerson had each completed the colouring of four cards. Alex reviewed their work and had to admit that their drawing skills were impressive. The cards were as detailed and aesthetically pleasing as the original ones.
Of course, some details differed from the previous world, but that was okay, as these details were not significant.
Amy received the design documents from Alex.
Alex said, "All the design documents are here. Only the values, level structure, and specific card attributes remain. Complete the basic rules in the editor first; the rest will be added gradually."
Amy was shocked. "All the documents? Completed in a week?!"
No wonder she was surprised. It had taken her nearly two weeks to finish two small features for the new version of "Plants vs. Zombies." Yet Alex had completed the entire game's design documents in a week!
This efficiency was like cheating!
Alex said, "Open the documents and take a look. Ask me if you don't understand anything. I'll continue working on the values and levels."
After giving some simple instructions, Alex went back upstairs.
Amy opened the design documents sent by Alex, curious about what kind of game Alex was planning for this crucial bet.
Previously, Alex had organized card illustrations and contacted animation production companies. What exactly was he planning? Especially with the animation production—how was it related to the game?
Given the current situation, Amy couldn't guess what kind of game Alex was aiming to create.
Lily Emerson and Paul Wilder also came over.
Lily leaned against the bar counter. "I want to see what kind of game the manager plans to develop."
Paul coughed. "Senior, can you really understand this document?"
Lily glanced at him. "So what if I don't understand? Amy, explain it to me."
Amy: "…"
They went through the documents one by one.
Interface layout.
Basic combat.
Daily activities.
…
Throughout this process, Amy's confusion didn't lessen; it increased.
Closing the last document, Amy was utterly bewildered.
"That's it? Just this? This is too simple! This game seems much worse than 'Plants vs. Zombies'!" Amy exclaimed.
Lily frowned. "What's going on? Explain, how's the game?"
Paul wiped his sweat. "Though I don't really understand it, it seems like these documents don't say much. Is there not enough content?"
Amy reopened the essential combat document and reviewed the combat rules.
On the vertical phone screen, our side and the enemy each occupy six grids (slightly different for BOSS layouts), and attacks are launched sequentially from the first position...
Amy re-read the combat rules.
"Indeed, it's just this! This is too simple! It's even simpler than 'Plants vs. Zombies'!"
Amy couldn't believe her eyes and couldn't believe Alex would submit such a simplistic design document.
At least "Plants vs. Zombies" was real-time; this new game had regressed to turn-based!
Turn-based was one thing, but in this game, it was just cards fighting each other. The player didn't need to do anything except change card positions!
It was childish.
Amy couldn't imagine the combat scenes; they seemed ridiculous. A bunch of cards fighting? Could it be any dumber?
Moreover, what was with this nobility system?
V12 required 500,000 gems?!
Buying gems costs one dollar for ten gems, meaning V12 would cost fifty thousand dollars?!
Fifty! Thousand! Dollars!
Amy couldn't understand the purpose of this. Who would spend fifty thousand dollars on this game?
Fifty thousand dollars could buy so much food!
So many clothes!
So many movie tickets!
So many digital products!
Who would spend fifty thousand dollars on this game?!
And look at these VIP privileges!
Daily stamina purchases increased, leadership increased, various play attempts increased! Plus exclusive VIP packs!
And what was this recharge reward? Why did it include cards? Recharge 20,000 gems to get an exclusive card?!
Two thousand dollars—this was daylight robbery!
Amy was speechless at these design documents.
"Manager, even though you're betting on monthly revenue, this money-grabbing intent is too blatant!"
"No, I need to ask the manager what's happening!"
Amy went upstairs.
Paul looked at Lily, and Lily looked at Paul.
"What should we do, Senior?" Paul asked.
Lily said, "I don't know. Just act like nothing happened, go home, and find your mom. Don't meddle in things you don't understand; let Amy and the manager argue it out."
Paul: "…"
Why are you so nonchalant about this?!