Recently, Diandian Interactive's placement Team RPG card game "Valor Legends" actually surpassed various super casual games in the Japanese market, surpassing the recent hit "Goddess of Victory: Nicki".

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Introduction:

After the drastic "one change will change", this mobile game ushered in a wild journey.

downloads soared, reaching the top in many countries and regions! This placement card of Diandian Interactive has mentioned a card RPG "Valor Legends" in Japan's report on the SLG game "StormShot" that mixed shooting casual gameplay.

Recently, Diandian Interactive's placement Team RPG card game "Valor Legends" actually surpassed various super casual games in the Japanese market, surpassing the recent hit "Goddess of Victory: Nicki".

and then transformed into a super casual element "dog head rescue" and added the performance of the global market is also out of control - it topped the free list in 7 countries, with a total of 57 countries' top 20 free lists. This report card is also called "famous world, and the audio is so popular".

Japanese iOS free list

Korean iOS free list

Download volume in many countries and regions soared

"Fei Fei Adventure" monthly turnover exceeds 50 million. How high can Diandian Interactive's "Valor Legends" hit?

Looking at the release records of Diandian Interactive, it mainly focuses on casual and simulated operations, and has rich distribution experience.

In the wave of Chinese game companies going overseas, Diandian Interactive has delivered a good answer through simulation management, synthesis and placement of games.

For example, the simulated management "Family Farm Adventure" not only breaks the situation where the farm-themed simulation management game is dominated by European and American companies, but also has excellent revenue performance. According to Sensor Tower data, "Fifei Adventure" currently has more than 1 million monthly downloads overseas, with a monthly turnover of more than 50 million, making it a rare domestic casual game hit in overseas games.

Except for "Valor Legends" and "Awaken: Chaos Era" as card development, other released games are casual and simulated business categories

0 casual game "Idle Mafia"

art style is similar to "Raid", and the overall UI style is similar to " Seventh Epic " card RPG "Awaken: Chaos" Era》

There is also a simulated business game that is popular for overseas travel this year. "Fifi Adventure"

Daily downloads have increased ten times and revenue has doubled. After adding the sub-playing method to buy, "Valor Legends" continued to run wildly

The author observed that in the past month from September 25 to the present, the daily downloads have increased ten times and revenue has doubled. On November 5 and 6, the peak daily download volume of games reached 240,000, and the peak daily revenue was around 1 million yuan, tying the highest record in August.

In February this year, the peak daily download volume reached about 40,000, and the average daily download volume after that was around 20,000; in March, the sales volume of "Valor Legends" exceeded 20 million yuan, and in April it reached the peak of its previous monthly income of 24 million yuan.

Added the gameplay of "Saving the God-Annoying Dog" in October this year

It can be predicted that the monthly income of more than 20 million yuan is not the upper limit of "Valor Legends" after adding the secondary gameplay. The goal of the next stage is likely to move towards a milestone of 30 million yuan in monthly flow.

For the game itself, the addition of "Shenfan Dog" has little impact on its overall effect, and for old players, there are more flavoring agents that are in the grass planting period.

integrated gameplay product still has a great possibility. Mixed monetization is worth paying attention to

monetization mode has been relatively single in the past. In general perception, heavy games mainly adopt in-app purchase monetization mode, while light games mainly adopt advertising monetization.

In recent years, with the continuous changes in the market, light games have developed towards heavy games. At the same time, heavy games are also turning to light, mainly because the buying volume of heavy games is getting higher and higher, and users' requirements for product quality continue to increase. It has become very difficult for game manufacturers to reach a wider range of users by relying solely on a single mode. It is necessary to change the gameplay mode to reduce the buying volume cost. In this case, a mixed game mode of medium and heavy games has also been derived, namely, mixed monetization.

Hybrid monetization is a set of combinations used by mobile applications and mobile games to monetize. The hybrid monetization model is to combine in-app advertising incentive videos (IAA) and in-app purchases (IAP) to maximize profits.

There are many casual players to be converted overseas, and there is still a great possibility of integrating gameplay products in the next two years. Looking at the current Haifa market, many manufacturers are already trying to integrate Minigame's actions.

"predicted" to make mixed money for its own games, perhaps it was the strategic direction set by Valor Legends early

. When Valor Legends was launched in the early days, the author also had a more in-depth experience. At that time, as a card RPG, it was mainly based on in-purchase payment, mainly through card drawing and sales resources. In the early stages of overseas release, some of the incentive videos were provided in some gameplay, but the initial advertising videos were almost all advertisements of Valor Legends' own games. It is speculated that advertising testing was also being conducted in the early stage, obtaining relevant test data to facilitate the subsequent targeted formation of advertising monetization modules, and "predicted" to make mixed money for its own games, perhaps "Valor" was also "Valor" Legends set a strategic direction early.

"Valor Legends" motivational creative material - 1

The advertising video in the game uses its own buying video. At present, some other games have been advertised, mainly for placing cards. Of course, it is not ruled out that since the national server has not been launched, no advertising channels have been opened in China. Therefore, when logging in to the international server through domestic IP, it mainly uses its own advertising videos.

"Valor Legends" incentive creative material - 2

Ads can be watched multiple times a day, and a "advertising monthly card" has been added to in-game purchases. After purchase, all advertisements in the month can be viewed without watching, and relevant rewards will be immediately received. The in-buy price is the same as the price of the ordinary monthly card. The core placement and development module of

and the art style of the game are relatively conventional cartoon rendering style, the Q version of the three-headed cartoon rendering style, and even a low poly feel. In these dimensions, there is no stronger competitiveness for card games on the market.

Reveal the skin and see the flesh. What kind of game is "Valor Legends"?

The game is essentially a card development experience for auto-chess-like combat

If we look at the core experience of the overall game of "Valor Legends", we can summarize its "pre-war formation as the core" auto-chess-like combat experience (no operation required, only hero placement positions are required), and enrich the overall development depth and gameplay type through the team RPG card development ideas outside.

i. The combat strategy dimension is mainly based on pre-war formation arrangement as the core

In the combat module, "Valor Legends" introduces auto-chess gameplay, namely "pre-war formation arrangement", which increases the strategy cost in the battle by emphasizing pre-war strategies. Different characters and professions will position their own goals according to their own position, and through the differentiation of character skill design, a more diverse array strategy is generated, combined with the cultivation module to produce more multi-dimensional cultivation ideas.

×4 chess board layout interface, no need to release hero skills in battle

ii. Team-based development, pursuing multi-line training, high-level PVE & PVP requires multi-team lineup

Whether it is later PVE, guild battles and high-level arenas, players need to match multiple lineups. The current highest PVE gameplay requires 4 teams of lineups, and all need to defeat monsters under the same combat power.

High-level arena both sides have a three-team lineup, and the three-game two-win system

Hero's cultivation and upgrading setting requires "eating the same camp card". First, it is difficult for players to form multiple teams in a single camp, and second, in hero design, a single team is more about 2-3 powerful heroes, so it is implicitly required that players form multiple teams in different camps in the later stage.

Heroes are promoted - Eat the "card of the same name/card of the same camp" and it is easy to cultivate a high-star hero in the long-term development of a single camp. In addition to the combination of punching methods of "regular gameplay + guild battles", many casual limited-time activities have been added

regular gameplay is regular, mainly based on daily gameplay, resource output copy, roguelike gameplay and asynchronous PVP.

Limited time gameplay rules are mainly limited-time activities with exploration and leisure nature. Combined with Diandian Interactive's previous development experience and gameplay insights into casual categories, this is also considered to be a perfect use of people and things.

The daily activities of the permanent ones are similar to " Sword and Expedition ", Roguelike copy, asynchronous PVP, etc. gameplay

Casual gameplay in limited-time activities

So what are the benefits of adding casual gameplay to "Valor Legends"?

. Facing new users: that is, the most important amount of absorption, through the new form of secondary gameplay, combined with the purchase volume, attract more new users to join, increase the download volume, and thus increase the actual profit of the game for advertising monetization;

. Facing old users, provide some fun gameplay for the placement of the game itself to have a long grass planting period for transition.

placement in the game, and later relies on operational activities and limited-time gameplay to attract payment. There are not many ways to attract users in terms of "buy, buy, buy, buy, buy, and "careful gameplay" itself has a certain user popularity, and it is easy to hit the corresponding audience, so that it can be downloaded and installed, and in the game, it can also have a team development experience given by the main gameplay, which can be regarded as just burning incense and watching the monk - one thing is cheap.

At the same time, for developers' dialect interaction, it has already been a one-way and a hundred-way game for casual games. It has accumulated a lot of experience in the development of casual games for many years, and the development of secondary gameplay is twice the result with half the effort.

User layer: It is more acceptable to mix monetization, that is, the embedding of incentive advertisements, and even to a certain extent improve in-app purchase payment.

Data source: Newzoo, Apptopia and Airnow provide monetization effect data

The built-in "advertising special membership card" is even more attractive than the monthly card

The way to go is, review "Valor" Legends's several ideas for sub-playing:

. Adding sub-playing to significantly reduce the cost of buying is its biggest advantage.

Use the standard of casual games to buy medium and heavy games, which has essentially greatly reduced its buying cost, including the retention after the update of sub-playing, LTV and even the revenue increase provided by in-app purchases, to a certain extent Both bring a gain effect to the secondary gameplay;

. First, the buying volume test is carried out in Japan. After the buying volume efficiency and buying volume conversion reach expectations, it gradually aligns to the global version

It can also be seen from the list that in addition to the "Goddess of Victory: Nicky" that has been popular in Japan and South Korea recently, the other players in the top 7 free list are all casual games, and the buying volume cost in the Japanese market is also lower than that in other countries.

. The smallest form of the package can be used to improve the conversion rate of buying volume and allow users to quickly experience the content

00M. The package is relatively small for card RPGs, but it is still a bit "exceeding expectations" for casual games. At the same time, Diandian Interactive also places a large amount of resources into the game to download, giving priority to downloading the content players are experiencing the required content, and there is rarely a card process.

Japan's current free list of top 2 casual game packages have also reached 381M

Corresponding to the hero/monster model required for battle download immediately, almost no blocking the process

, change your moves in real time, find your own "theme hit"

Readers who follow "Valor Legends" will also find that in September this year, "Valor Legends" had already launched an offensive against the secondary gameplay. At that time, the hit "Vampire" on steam was chosen. Survivors was designed and promoted as the game's secondary gameplay. At that time, the most successful mobile game product of the "vampire-like" type was "The Shell Special Attack Team", which had a monthly turnover of over 100 million yuan and now exceeded 300 million yuan.

and then, it is speculated that the data is not eye-catching. After seeing the successful case of Glacier Network's "X-hero" based on "Divine Dogs", it immediately changed its tricks, and even changed its "change will change" and changed the game icon, promotional map and game name suffix to "Dog Rescue".

Version update on September 5 this year. Added a new application map.

After the poor results, the drastic "change will change" in October 2

Have strength, ambitions, and determination. Perhaps it is also the core factor that "Valor Legends" has blossomed overseas in many places recently.