Chapter 58 (1/2)
Chapter 58: Chapter 57: Secret Technique to Profiting from Card Games
Translated by Coldtaco
Edited by Aelryinth
Were Chinese card games fun?
The ansswer differed from person to person, as everyone had different tastes
Many said that card games were crude, monotonous, and repetitive, all of which are true
But… they were quite profitable!
Being profitable meant the players approved of it
Why did players approve of it? Because they thought it was fun!
This was a very weird pheno aame made it fun?
This was an open-ended question If Chen Mo were to write a thesis on the core of card ga
In siames came fro and level-up cards This was built on the players’ recognition of the character cards
There was a certain co A certain rich person spent a few thousand RMB without question just to draw a Hawk-Eyes card!
There was another naame that was still in beta, and another certain rich person added five thousand RMB into his account in anger just so he could draw Zuge Liang It turned out the ga yet!
The coarinding dungeons daily, collecting purple card shards, or spending heaps of et the cards they wanted!
The video ganer would balance the cards’ abilities toto the popularity of the character), all just to train the players to recognize the character cards
With the recognition of players, the cards would become more valuable, which in turn incentivized the players to spend money
Once the value of a card had been established, it would be differentiated from the other cards The desire of the players to collect and level up cards would also be satisfied, and they would feel that thea card ganized by the players This made it possible to constantly sell the players new cards, just like they were collecting staot the card they wanted, in order to er, they would continue to level it up, or improve its abilities Everytime the card was leveled, it let the players feel like they were growing, which would make it feel like money well spent
This was also part of the aforementioned “numerical stimulus”
This was the ames This was a very mature, and very repeated ame market was so saturated
The second core attraction was figuring out the lineups and crafting your own strategies
The coht seem monotonous, but it was actually quite rich In I Am MT, each card had three attacks: a normal attack, a special attack, and passive attacks The character creation system was based on the combat syste different abilities