文章本身的主要观点挺简单的,我总结下,就是:
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- _2 w7 `2 A! Q8 q/ K4 ^4 @- 不朽是个彻头彻尾的pay 2 win数值游戏,0氪玩家毫无体验: E7 b) G% P. [7 M R* N
- 具体表现在,纹章和宝石系统限制了数值成长,0氪玩家玩几年都不一定能攒到资源抽传奇宝石,而且还会歪6 B; u& S0 l1 C/ I" i
- 原神的游戏本体没有任何限制,氪金只为你喜欢的角色,角色也是非必要的;0氪几个版本就能攒个100抽来爽爽,而且有up池供你抽特定角色& Z1 E& ~4 G6 \, m( w
- 同时原神取得了30亿美金年流水的巨大商业成功(事实上比这个还多),和收获了一批铁粉(die-hard fanbase)
" m# ?( o- D% H3 i - 综上,同样作为F2P游戏,原神的商业化远比不朽做得“正确”(a way to do it “right” or at least far, far more right than what we’re seeing here with Diablo Immortal),不朽tnnd居然不学习下原神,不知道他们怎么想的
* S% L" F8 A9 ~% z1 L- S7 p <hr/>其实作者说的前面几点都对,唯一有问题的是逻辑:不朽这个氪金系统被千夫所指不假,但——. y% w+ D6 `" B4 z/ ^" D
你不能说原神卖得好所以这套抽卡逻辑就是万能的吧。第一,抽卡模式但挂了的二游还少吗,本质上原神的胜利是品质的胜利,而不是商业化的胜利;第二,原神再牛还是不如王者和吃鸡吧,照这个逻辑所有游戏都该只卖皮肤?
& ~; {' ]0 c' g另外,作者写这篇文章的初衷,其实是反驳一些给不朽洗白的人的观点。0 m/ n3 {$ t: P# ?; p# A, l
洗白者认为:P2W这就是手游的运作方式,你们这帮骂的人都是少见多怪;你们(硬核玩家)从来没有认真了解过移动市场,认为这(氪金)是游戏的没落,但事实上,这些系统已经存在很多年了,天也没塌啊(but the sky isn&#39;t falling)。
2 E" `1 E2 {- I6 O4 V% B核心还是受众匹配和预期管理的问题,P2W当然早已存在,商业模式也不存在高下之分,但你暴雪个浓眉大眼的也背叛革命了,可不得挨骂吗。/ p! u7 C; @7 s% T
<hr/>最后,还有个挺有意思的点。" h7 Y0 t/ W7 J) d2 o- O
文章作者老哥保罗·塔西,最近几天(5.27-6.5)在福布斯上接连发布了7篇关于不朽的评论文章,足见是暗黑的真爱粉了。
: E# q9 K! ^$ t/ k9 C/ O. d5 g- @然后连续看来下,完整见证粉转黑的过程,简直太真实。2 e3 w$ H) G1 g' A/ E% w
第一篇的时候:6 ~/ h4 l5 l( m# R
While it started as a meme, I am legitimately excited about Diablo Immortal arriving not just on phones, but on PC as well, given that I very much enjoyed my time playing the game in alpha, where it feels a whole lot like Diablo 3.5, rather than some chitzy mobile spin-off. 虽然这是个梗游(你们没有手机吗?),但是有PC,好耶,暗黑3.5,牛逼,这绝不是什么垃圾手游。5 S+ D: }) \: B. |/ A
第二篇:
) U! W; ~8 @" J" i M- QBlizzard has been one of the last bastions of loot box sales in the West, whether that’s with Overwatch cosmetic boxes or the foundation of a collectible card game like Hearthstone, where its card packs are by definition loot boxes of a sort. I can’t say I’m shocked that the mobile Diablo Immortal has them, but given how promising the actual game looks, it would be a real shame if it was marred by their use. 暴雪在西方一直是抽卡开箱的最后堡垒,虽然不朽有抽卡情理之中,但是游戏很吊啊,要是被氪金系统毁了可就蚌埠住了(带预言家)。
2 A R, T6 M. s第三篇高度评价:
9 Q7 C1 e( K% b. N+ _- zImmortal was of course launched with a famous meme about its mobile focus, but I really have been impressed with what I’ve seen from it so far, and I’m very excited to dive into the full scope of the game. Even if that full scope is somewhat less than a full title like Diablo 3, it’s still nice to dive back into the world, and the fact that this is on PC just opened up a whole lot of new potential for it, and I think it will absolutely attract a much broader audience including the “I’ll never play a mobile game” crowd. 超!有被惊艳到,尽管内容可能比暗黑3少,但是回到这个世界还是很爽,而且支持PC,潜力巨大,相信可以吸引更多受众,包括那些标榜“绝不玩手游”的人。$ p) `1 x' h$ J5 c( E1 i! y
第四篇,开始感觉不对劲:" Z% Z* b7 o3 d( E
I mean, the game has to make money somehow, but after years of farming Diablo endgames without paying extra to do so, I worry about the long term potential here. Though this game wasn’t madespecificallyfor me, I suppose. This will be some people’s first introduction to Diablo at all and they won’t know any different, and it’s also a game focused on the Asian market which is more permissive of microtransactions and buying power. But something about it feels wrong to me in a Diablo game especially. 我知道游戏必须要挣钱,但以前的暗黑游戏都不要这些额外的消费啊。我知道我估计不是核心目标受众,游戏应该是更关注亚洲市场和系列新用户,那里氪金接受度更高、消费力更强。但我就是觉得有点不对劲,这可是暗黑啊。
* W* n4 Q1 u2 D4 I8 {# w第五篇,开始麻木:
3 {) o0 s( N2 P: ^- H( v* O3 tEssentially, the game wants you to log in daily, do a variety of stuff, level the battle pass, and play through the story in chunks from here on your way to level 60, the max. We’ll see if that has long term appeal for players or not. Hope this helped. 每天就是登录,做各种的事情,升通行证,然后到60级。这对玩家有啥长期吸引力吗?希望有。
) L' @7 e0 o" r- Y第六篇,认清现实:1 r: j8 g8 w7 a
直接看标题吧
. c' T+ R. j+ }$ ~. SOh Yes, ‘Diablo Immortal’ Is Absolutely Pay-To-Win, Eventually 不朽就tm的是个数值氪金游戏
$ u. L7 J$ z% B第七篇,也就是本题的文章,图穷匕见了属于是:6 H" N) j3 G6 M* ]6 X5 C% I
How Diablo Immortal’s Pay-To-Win Microtransactions Are Ten Times Worse Than ‘Genshin Impact’ 初恋下海,十倍下贱(by韩老师)。
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