If "League of Legends Esports Manager" can achieve the desired results, it will definitely represent the progress of the entire League of Legends esports behind the product. Author: Er Nao Picture: From the Internet On the evening of June 28, WeChat Moments was flooded by this ye

2024/05/0415:00:33 technology 1336

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If " League of Legends Esports Manager " can achieve the desired results, it will definitely represent the progress of the entire League of Legends esports behind the product.

Author: Er Nao

Picture: From the Internet

html On the evening of June 28, the circle of friends was flooded with this year’s Tencent game conference. Of course, this situation is not surprising. As a giant in the global game industry, Tencent 's trends in the game business have naturally attracted the attention of the entire industry. At the same time, when broken down to each game product, new content will inevitably attract more game players. Moreover, under the influence of the epidemic and the theme of exploring the value boundaries of game products, this year’s conference was very “new” from presentation to content.

Of course, what we are going to discuss now is "League of Legends Esports Manager (hereinafter referred to as "Esports Manager")". In order to cooperate with this year's press conference, "E-Sports Manager" began to throw out some curious gimmicks some time ago, and at the press conference, this product also announced that the non-deletion test will be launched next month. The launch of the

product is imminent, and the press conference has obviously created enough momentum for the arrival of "E-Sports Manager". This reminds me of the situation a year ago when this product's version number had just passed the review. At that time, many media were discussing the future development of this product, and product officials also expressed their expectations. So in a year's time, when "E-Sports Manager" is about to be launched to the public, what role will this product play?

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Content, ecology, commercialization

When "E-Sports Manager" was announced to the media earlier, Jin Yibo, the Chinese publishing producer of the game and co-CEO of Tengjing Sports, mentioned: ""League of Legends E-Sports Manager" is The commercialization of League of Legends e-sports is a very important exploration, which has very important significance in terms of content services, ecological construction and commercialization exploration. "

We analyzed this product a year ago, and now, The role positioning and product value of "E-Sports Manager" may become clearer.

combined with the actual content of the product and followed Jin Yibo's thinking, it is not difficult to analyze the value that "E-Sports Manager" will show under the big system of League of Legends e-sports and the big IP of League of Legends. In terms of content, "E-Sports Manager" may not be "the only one" in this category, but it is not difficult to find that when the concept of "E-Sports + Cards" was proposed, "E-Sports Manager" is undoubtedly the This is an official product with the highest IP content and the most serious nature among the categories filled with grassroots and copycat works, which also determines the value of its content. Due to the integration of

and LPL at the content level, the game content of "E-Sports Manager" is undoubtedly more realistic, and this will inevitably attract more viewers and fans of League of Legends events. There is no need to go into details about the influence of LPL in China. The group effect caused by words such as "IG is awesome" and "EDG is awesome" is enough to fully explain. And the huge number of people following the event naturally means more diverse content needs.

Therefore, "E-Sports Manager", a game product that has obvious category differences with e-Sports projects and is strongly related to popular event IPs, can quickly make up for the love of some event crowds for a specific game category. From the content From the perspective of service differentiation, we can enhance users’ stickiness to the entire League of Legends e-sports.

In terms of ecological construction, the "productization of League of Legends e-sports" mentioned by Jin Yibo may be a very important keyword. The birth of "E-Sports Manager" not only means that the League of Legends e-Sports brand has a new carrier that breaks through the constraints of MOBA events, but more importantly, "E-Sports Manager" can integrate with the original product dimensions beyond the event content. The League of Legends e-sports ecosystem supports each other, which will undoubtedly enhance its user carrying capacity for the League of Legends e-sports ecosystem and enrich the chain links of the ecosystem.

In terms of commercialization, the value or potential of "E-Sports Manager" is also obvious.Just like sports card games, game products such as "E-Sports Manager" can rely on in-game monetization to provide new commercialization channels for event IP. On the other hand, the large number of game content involved Club and player brands can also further enhance players' awareness and stickiness of the former, enriching the ways for clubs and player brands to reach fan groups, and making it easier for clubs and players to further activate the fan economy.

And if "E-Sports Manager" shares revenue with clubs and players like League of Legends in-game props, then the commercial value of this game product will be even higher.

Of course, the role and value that "E-Sports Manager" plays in the entire ecosystem is obvious, but the basis of all this is whether players are willing to pay.

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Players are the core

This is another topic about how "E-Sports Manager" develops in the market. Compared with the article a year ago, the framework we discussed has not changed much. We first analyze the value of the product itself, and then talk about its development in the market. However, within the same framework, we have new content to discuss.

Last year, in this section, we analyzed its growth environment more from the perspective of the entire market and the vertical markets of sports + cards and e-sports + cards. At the end of the discussion, I raised a few questions, comparing The key may be how to solve the problem of krypton gold that the player group is more sensitive to? How to scientifically define a player's ability value/level?

Now, there may be partial answers to these two key questions. During the year that "E-Sports Manager" went from version review to internal beta and closed beta, public opinion has never stopped discussing the issue of product krypton gold. This actually brings some challenges to the launch of the product next month. Negative impact. As for the problem of player ability value in the game, it can actually be classified as a "krypton gold" problem.

Although "E-Sports Manager" is still a scarce product in the field of e-Sports, in terms of gameplay and core, it is a well-known business card game. In this field, the most ever-changing game product is the "card drawing" krypton gold mechanism. And even the popular Genshin Impact has the same krypton gold mechanism.

Recently, another of our authors conducted a detailed analysis of MiHoYo and Genshin Impact. She mentioned a sentence said by Liu Wei, one of the founders of MiHoYo: "Mainstream games pay for hatred, and ACG pays for love." ". This sentence actually contains information beyond the literal meaning: no matter what kind of game it is, what players hate is not the various krypton gold mechanisms, but the purpose of "cutting leeks" is too obvious.

To put it bluntly, you have to "create a clever name" to earn money. How to solve it in "E-Sports Manager"? The scientific nature of player ability value/level setting mentioned above can be further refined into "data". For example, in the game, if a certain player is set to have an SSR card, not only must he be convinced based on his honor and more detailed data than honor, but more importantly, he must convince the player, so that the player is willing to pay for the character and level setting. , instead of always criticizing game products for "cutting leeks".

This is actually not difficult for "Esports Manager" and the larger League of Legends esports. Two weeks ago, Riot Games officially announced that it has jointly developed a professional e-sports data center (LDP) with Bayes Esports. This data center will provide a more scientific, professional and systematic data center for the entire League of Legends e-sports ecosystem. Data content, but also extremely high accessibility.

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When the official has a unified competition database, products like "E-Sports Manager" will have a certain "credible" reference when using various data to restore the competitive levels of different players. In this way, players Our “title” for krypton gold is now in place.

Looking at the big brand and concept of League of Legends e-sports from the perspective of "E-Sports Manager", if "E-Sports Manager" can successfully launch in the future and achieve ideal results among the player group, then this Not only does it represent the professionalism and seriousness of the content quality of this game product, it must also represent the progress of the entire League of Legends e-sports.

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