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In this mobile game, the liver emperor was "forced to change careers"? There are too many ways to play

Unlike the previous eagerness to let players soak in the game for 24 hours, many products in the past two years have been studying "reducing the burden", after all, the game is too livery and there is no time, the old players can only leave in the end. But this burden reduction also probably has a "minimum standard", in general, a game daily task activities add up, almost take the player 1-2 hours.

In this mobile game, the liver emperor was "forced to change careers"? There are too many ways to play

However, the "Phantom Tower" that the game daily jun was playing recently broke my understanding, and there was a very strange phenomenon: the game was launched for 3 and a half months, and the tricks of the gameplay were more and more, but compared with the early days when it was just opened, the daily time had to be spent less and less. Sometimes there is no time when work is busy, and it takes 10 minutes to get it done when you get home...

In this mobile game, the liver emperor was "forced to change careers"? There are too many ways to play

Game Daily Jun looked at the updated records and found that the "Magic Tower" project team seems to be on the bar with the burden reduction, just take the several updates in March, there are almost hundreds of adjustments, of which at least 20% are "burden reduction". This makes the game daily newspaper jun even worry about whether the planner will be fired by the boss, after all, there are "begging" players to spend less time.

However, after chatting with some friends, the game daily Jun found that this wave of "Magic Tower" has increased a lot of reputation, and after studying the specific optimization content, the game daily Jun understands the subtleties of this wave of operations.

In this mobile game, the liver emperor was "forced to change careers"? There are too many ways to play

Overall, the optimization of the daily life in the game of "Magic Tower" is mainly divided into three directions:

1 is to reduce the difficulty of various types of dungeons, taking the newly launched weekly group as an example, reducing the difficulty allows players to reduce the waste of time, in addition to the resource output of the dungeon has also been improved.

2 is to increase the vitality consumption of the single game. As we all know, the game now has the basic need for "vitality/physical strength", and if it is full, it will waste a lot of resources. After "Magic Tower" increases the consumption of the gameplay, it will make the copy that originally needs to be played 3 times become 2 times, and this reward will corresponding to the increase, which is equivalent to spending less time to get the same benefit.

In this mobile game, the liver emperor was "forced to change careers"? There are too many ways to play

3 is optimized in various details, such as will exchange, before crouching to replace may take a long time, but now replaced by a self-select box, you can change what you want at any time, do not have to think about brushing the store; for example, increase the copy of the output of the resource card, before you need to use one to use another, this repeated operation has now become can be stacked.

In this mobile game, the liver emperor was "forced to change careers"? There are too many ways to play

Since the previous adjustment of the activity chest of daily tasks to the treasure chest of weekly activity, "Magic Tower" has become more and more "casual" to the naked eye, and it is really possible to keep up with the large troops without spending time. As for those who want to play all the time, don't worry about not having anything to do, because "Magic Tower" is constantly adding new gameplay, achievements and exploration content, and it will not be boring to play for long.

In this mobile game, the liver emperor was "forced to change careers"? There are too many ways to play

What do you think of the optimization of "Magic Tower" in terms of "reducing burden"? Have you ever seen a project group that thinks so much about players?

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