15 questions before deciding to develop games

xiaoxiao2021-03-06  103

15 questions before deciding to develop games

First of all, we try to become: If you can successfully complete the development work and listed, who is our finished product to sell? In other words, who we make games? Because there is no Taiwan, Hong Kong and other overseas market background information, only the players in the mainland market as the following simple collation analysis:

1. From gender as different as a male player, female player. Characteristics:

Male player - covers all game types, focusing on SLG, RPG, FPS, RTS, SPG, etc.

Female players - cover most game types, focusing on RPG, Tab, etc.

2, from age, you can simply divide users of different ages. Characteristics:

Under 14 years old - childhood, with primary second and secondary school students, parents' decision-making is mainly.

14-18 years old - Youth, in the first three to high school students, two ways.

18-22 years - Youth, with college students and post-proof young people, independent decision-making purchase.

22-25 years - Youth, based on in-service youth, independent decision-making purchase.

25-30 years old - Youth mid-term, based on in-service youth, independent decision-making purchase.

More than 30 years old - the youth is endless, the professional form is uncertain, and the self-decision-making purchase is dominated.

3. From the source of income, simply divided into school students, pay-class users. Characteristics:

In the school student user - no origin source, mainly relying on home supply and decision-making purchase.

Work class users - have autonomous income sources and self-decision-making purchases.

4. From the level of cultural, it is easy to divide into primary education, secondary education, higher education and above. Characteristics:

Primary education - the level of cultural in junior high school is low in consumption.

Secondary education - junior high school to high school (secondary school) level, consumption cognition is medium.

Higher education and above - junior college and above cultural level, high consumption cognition.

5. From the living environment, it can be simply divided into urban, urban, and county. Characteristics:

Urban - consumption focus, intensive distribution, high income, high income.

Urban - consumer focus moderate spread, more intensive shopping places, medium income amplitude.

The county-type-type-consumer focus is low, and the shopping place is more alienated, and the income is low.

6. It can be simply divided into active, passive, and alienated from the influence. Characteristics:

Active - High sensitivity for industry in industry, broad channels.

Passive - for industry media sensitivity, narrow cognitive channels.

Suddenly - basically does not contact the industry media, the cognitive channel is extremely narrow.

7. From consumption psychology, it can be easily divided into conservative, impulse, ike. Characteristics:

Conservative - low consumption, pay attention to the post-sale of products.

Mulokin - high consumption, focusing on product viewing and on-site service.

Ideal - consumption desire medium, pay attention to product cost performance.

8. From the hardware environment, it can be easily divided into original mainstream models, current mainstream models, high configuration models. Characteristics:

Original mainstream models - P133 and the following models, some non-multimedia configurations.

The mainstream variety - P166-P266 variety, multimedia configuration.

High configuration model - P300 or above the model, multimedia configuration.

9. From the software environment, you can easily divide DOS users, Windows users. Characteristics:

DOS users - Hardware configuration is generally low, more document output platforms.

Windows users - hardware configurations, mainstream software environment.

10. From the degree of contact, it can be easily divided into ordinary users, new players, skilled players. Characteristics:

Ordinary users - the lack of the game and computer knowledge, the potential players who have not actually exposed the game.

Xinjin users - initially grasp the game knowledge, the real player who has just started from the simple manipulated game.

Skilled players - Familiar with game knowledge, skilled players with the game and computers. 11. From the purchase mode, you can simply divide the genuine player user, the D version of the player user, and the integrated player users. Characteristics:

Genuine player users - daily consumption as the main body.

Pirate players users - daily pirated consumption as the main body.

Integrated player users - both cases and is basically right.

12. From the entertainment environment, you can easily divide home entertainment, office entertainment, Internet cafe entertainment. Characteristics:

Family entertainment - self-owned host, game type is uncertain.

Office entertainment - public host, mainly with recreational entertainment game type.

Internet cafes entertainment - public hosts are mainly in competitive game type.

13. It can be easily divided into single-oriented, local area, internet types from the game. Characteristics:

Single-machine - mainly playing games, covering each game type.

LAN - mainly in the local area network, competitive game is dominated.

Internet type - mainly in the Internet, the competitive game is dominated.

14. It can be easily divided into control type, master type, plot and entertainment. Characteristics:

Controlling - mainly in the game, the fun of operation and control, such as ACT, SPG, FPS, etc.

Master-type - mainly in the game, the fun of development and conquest, such as SLG, RTS, etc.

Drama - mainly in the game, the fun of stories and developments, such as RPG, etc.

Entertainment - mainly in the game, passionate and relaxation, such as Tab.

Integrated - The above two or several comprehensive types of integrated.

15. From the game personality, you can simply divide it into an ingeneous, calm type, balanced, and multi-variant. Characteristics:

Broken-entered - Easy to impulse in the game, like to explore new fields and self-performance, more focus on game sound and operation.

Cooling - game behavior is more conservative, like research system and plot, more focus on game theme and system.

Balanced type - in the middle state of bleeding and cooling and maintains continuous stability.

Multi-variation - different time. The game personality in the place is more varied, and it is difficult to make unified conclusions.

In summary, the target customer group can be analyzed from many aspects, and the problems you should pay attention to are as follows: The above is simple type division, and in detail, in detail, in detail. If the Internet players can be divided into connection rate, connection form, unit time, game quantity, etc. Organician should be established at the target customer. Pay attention to its intrinsic objectiveness. Type synthesis and exceptions in special regional markets. For example, the player under the age of 14 must have no personal income source. The degree of cultural determining the aesthetics of the game. Master the evolution of related data. Clarify the concept of dynamic development, and make a correct prediction in advance of the product listing cycle and at that time.

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