Our products inevitably have to face two standards. As far as the product is concerned, it is given a price that exceeds expectations. For users, what they want the product to have is value beyond expectations. In order to balance the direct view of “price” between users and products, three steps can be taken to clarify ideas.
Every user wants to spend very little money (hate to spend money) to get a better gaming experience; every product wants users to throw thousands into the game.
When we are designing products or pricing, we always think:
This thing is so good, our price is expensive.
When we are dealing with customer service issues, we will see:
Your thing is too expensive, who buys it?
In fact, this item sells well. If we lower the price a bit, will it sell better?
For some free systems, we will set some thresholds to allow players to spend some time to obtain some rare key items. If the probability is set too low, it will hurt the patience of the player. If the probability is too high, the system will not be playable.
We often struggle, whether our current settings are unreasonable, and whether players’ wishes can be considered?
If you have frequent contact with users, you will often encounter problems similar to the above, especially for users who pay a lot, and you will take their say more seriously. (If you do not encounter similar problems, it means that you have too little contact with users)
When we encounter similar problems, we have to consider, should we adjust? How to adjust?
When considering, don’t look at the problem completely from the perspective of the player, don’t give him more weight because he is a player who spends a lot of money, and don’t be led by the player!
I generally divide my ideas into the following steps:
1. Confirm the original intention of the design with the development team
For many numerical designs, the development team may not have been carefully thought out at the beginning, because they have to design more than N values, and not every one of them can be considered seriously.
If the development team can give a very good design reason, then we can consider not to adjust, unless the impact is too great. If the development team is not very clear, then you can consider adjustments.
2. Think from the perspective of products
Put aside the complaints of players, first look at the problem from the product point of view. What will this adjustment affect?
- If it is an independent system, we only need to consider how to make the experience better and maximize the benefits.
- If it is not an independent system, this value will affect some other systems, then you must think carefully, if you are not sure, it is recommended not to move, unless the problem is very serious.
If it is necessary to adjust this thing, then the adjustment may bring a great effect, then we enter the adjustment stage.
After determining that it can be adjusted, we consider the role of the system and our expectations, set a range, and the adjustment cannot exceed this range.
3. User experience
After determining the range, it is a matter of specific values.
We use the most primitive human flesh test method to continuously test, find an appropriate value for the experience, and finally determine it.