TE
科技回声
首页24小时热榜最新最佳问答展示工作
GitHubTwitter
首页

科技回声

基于 Next.js 构建的科技新闻平台,提供全球科技新闻和讨论内容。

GitHubTwitter

首页

首页最新最佳问答展示工作

资源链接

HackerNews API原版 HackerNewsNext.js

© 2025 科技回声. 版权所有。

How Mihoyo's monetization works

103 点作者 future10se10 个月前

10 条评论

minimaxir10 个月前
The funny thing about Mihoyo&#x27;s games is that they are one of the most profitable developers, but they could definitely pull more levers to incentivise people to spend even more money. Most gacha games have some sort of pay-to-win PvP and&#x2F;or leaderboards built in their games, but in Mihoyo&#x27;s games, having a top-tier team just means you have to oppertunity to get <i>slightly</i> more premium currency.
评论 #41081274 未加载
评论 #41081525 未加载
评论 #41082523 未加载
评论 #41082247 未加载
评论 #41081750 未加载
评论 #41082675 未加载
diabeetusman10 个月前
Why&#x27;d you disable right clicking and highlighting?<p>Edit: If you&#x27;re not the author of the post, feel free to ignore :)
评论 #41081755 未加载
评论 #41082485 未加载
评论 #41083262 未加载
评论 #41082543 未加载
评论 #41082364 未加载
评论 #41097548 未加载
评论 #41082616 未加载
评论 #41088373 未加载
nottorp10 个月前
Read this and try to explain to me again how going free to play does not corrupt a game&#x27;s design :)
评论 #41082503 未加载
评论 #41081863 未加载
评论 #41081124 未加载
评论 #41082196 未加载
评论 #41081552 未加载
评论 #41085313 未加载
评论 #41091438 未加载
savanaly10 个月前
Interesting take on Gacha game monetization, but I was more interested in the &quot;mission statement&quot; linked in the header of the blog: <a href="https:&#x2F;&#x2F;moonbearmusings.com&#x2F;the-moron-filter-effect&#x2F;" rel="nofollow">https:&#x2F;&#x2F;moonbearmusings.com&#x2F;the-moron-filter-effect&#x2F;</a>
jonathanyc10 个月前
I’m not too familiar with gacha games, so I was intrigued. I thought the criticism of EA’s former CEO was funny. But the rest of the article felt like a lot of term-dropping and examples that aren&#x27;t linked together into a cohesive theory, so I’m kind of disappointed. I think this industry talk about monetization (<a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=xNjI03CGkb4" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=xNjI03CGkb4</a>) and Tynan Sylvester’s book “Designing Games” were a lot more informative.<p>For example, the blog post says this but then doesn&#x27;t really elaborate on what any of the clauses mean (&quot;repeatable design levers&quot;, &quot;without compromising the core gameplay experience&quot;):<p>&gt; A healthy long-term monetization system should therefore have repeatable design levers that can be used to reliably generate demand without compromising the core gameplay experience.<p>In contrast &quot;Designing Games&quot; has a whole section on fixed&#x2F;variable reward schedules, e.g. (pg. 210):<p>&gt; We can avoid such shelf moments by superimposing several fixed ratio schedules. Consider what happens when the player can get a dollar for every 10th chest, a diamond for every 10th rock mined, and an arrow for every 10th goblin killed. ... The player shifts focus back and forth between activities, never missing a dopamine-driven beat.<p>I asked some friends who play gacha games and they mentioned “stamina” mechanics as something that makes these game addictive. I’d never heard of it before, but apparently you’re limited to perform X number of actions per day. You can purchase some additional stamina&#x2F;actions, but this creates FOMO if you don’t log in every day.
评论 #41085403 未加载
notamy10 个月前
<a href="https:&#x2F;&#x2F;archive.is&#x2F;8tjfz" rel="nofollow">https:&#x2F;&#x2F;archive.is&#x2F;8tjfz</a>
bakugo10 个月前
Pretty good read. Particularly the part about avoiding enshittification. I&#x27;ve never really thought about it, but there are in fact a few very valuable lessons that many of the world&#x27;s biggest tech companies could learn from this chinese gacha company, as ridiculous as it sounds, because their leadership is clearly well above average.<p>Also, next time I see someone asking why they don&#x27;t release more skins, I&#x27;m going to link them to this article because it provides a pretty clear explanation for that, too.
评论 #41081838 未加载
评论 #41081593 未加载
hooverd10 个月前
I can second the part about Genshin Impact being harder to monetize because you can &quot;git gud&quot;.
评论 #41082197 未加载
skybrian10 个月前
Wow, that&#x27;s a lot of jargon. Despite playing Genshin Impact a fair bit (my niece is into it), I didn&#x27;t understand most of terms in this article. It&#x27;s odd that they felt like they had to define &quot;enshittification&quot; which is everywhere and not terms like &quot;dolphin&quot; and &quot;i-frames&quot; which I had never heard of before.
评论 #41082418 未加载
评论 #41082776 未加载
评论 #41085375 未加载
Cloudef10 个月前
Gacha games are basically glorified todo lists, all of them eventually devolve into the stage where your &quot;progress&quot; grinds to halt and you either put in the money to get over the next barrier or do tedious daily actions to slowly power up your team to get over the barrier eventually. The competitive aspects feed the FOMO and give advantage to players who were in from the start, a kind of pyramid scheme. Such disgusting game design patterns all around. When you step away from it and look at it, you realize there really isn&#x27;t a game but a dopamine box designed to trap you.
评论 #41098392 未加载