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今天TGA上的暴雪翻身之作,要掀翻赛道桌子
3 6 Ke· 2025-12-12 08:36
5天销售额超6.66亿美元,首月玩家超1000万,到底有怎样的含金量? 作为暴雪有史以来销售最快的游戏,早在23年,《暗黑破坏神IV》(下文称暗黑4)便已经证明了自身在赛道的超然位置。在经历过十个赛季沉淀后,暗 黑4在当下最成熟的阶段中,终于引进了国服。 与此同时,在今日TGA2026上,暗黑4公布了新职业"圣骑士"于今日全球同步上线,新DLC"憎恨之王",将于2026年4月28日推出。 不过,更让人惊喜的,便是游戏的定价:基础版128元,全球最低。先不提23年动不动四五百的首发价格,即便对比Steam史低(国区156.6元),暗黑4国 服128元的定价也显得极具竞争力。要知道,暗黑4作为一款买断制刷宝游戏,基础版价格,便足以让玩家畅玩当前绝大部分的游戏内容,而无需为道具、 背包等额外付费。 | | 8718 | ¥488 | ¥240 | $360 | ¥540 | *888 | | --- | --- | --- | --- | --- | --- | --- | | | 《暗黑破坏神®IV》 | 《唯焦破坏神"IV》 | 《电源减坏神"IV》 | (暗黑破坏神"IV》 | 《哈黑破坏神®IV》 | 《哈 ...
取消角色、武器抽卡,去除体力系统,《二重螺旋》玩这么大?| 玩点好的
3 6 Ke· 2025-09-02 06:45
Core Insights - The game "Dual Helix" is set to launch its global public beta on October 28, 2023, following extensive player feedback from previous tests [1][3] - The game has made significant changes to its monetization model, moving away from traditional gacha mechanics and stamina systems to focus on cosmetic purchases [4][20] Game Development and Changes - The development of "Dual Helix" has been characterized by continuous adjustments based on player feedback, leading to the removal of the character and weapon gacha system and stamina limits [7][8] - The new system allows players to obtain characters and weapons for free through gameplay, enhancing the overall gaming experience [10][20] Industry Context - The current market for mobile games in the anime genre is highly competitive, with a reported 8% decline in revenue year-on-year for the first half of 2025 [21][26] - Many games in this genre still rely on traditional monetization frameworks, which have led to player dissatisfaction due to high costs and frustration with random mechanics [22][24] Strategic Implications - The shift in "Dual Helix" represents a bold move away from established monetization practices, potentially setting a new standard for the industry by prioritizing gameplay experience over traditional gacha systems [24][28] - The success of this model could influence other developers to explore non-gacha monetization strategies, reshaping the relationship between gameplay experience and monetization in the industry [24][28]