Chapter 14: Preparations for the Next Game
Mirror is a success, without a doubt. Of course, it's unlikely to become a phenomenon, not even an AAA blockbuster. However, Mirror's current trends have the potential to impact this category of games, and even the development of this particular genre.
In its earlier stage, Mirror triggered a trend in adult games after its launch. During this period, almost all adult games employed a dual format of "Candy Crush" and "Galgame." Of course, the quality varied, with some excellent and some mediocre.
For a long time, both players and the video game industry have had the same impression of these 18+ games: low quality. Beyond their unique elements, there's nothing to boast about. But Mirror is different. While the "Candy Crush" gameplay wasn't its first innovation, it did incorporate a corresponding combat and development system. Players fought and then earned coins to buy various skills and items. Additionally, the voice acting and character illustrations are even touching, and its thought-provoking plot makes one wonder if this game is even suitable for 18+ audiences.
Furthermore, its rating has remained consistently around 9.2. While it has fluctuated slightly with increased sales, it has remained remarkably stable, demonstrating its popularity. Also, being a game with relatively short gameplay and few characters, it's possible to get a quick refund after a short play. However, few Mirror players have requested refunds. This is probably due to its low price of just $2.
In any case, Mirror has become a huge success. Although its unique nature has made it practically impossible for mainstream media to cover, within the world of adult games, Mirror is undoubtedly the brightest star at the moment. Many, even within this community, consider it an innovative adult game. Compared to other lower-quality adult games, Mirror is undoubtedly the shining star. Similarly, within the adult video game industry, Mirror has opened a new path for many designers. It's surprising that adult video games can be like this and that this genre can achieve such astonishing sales.
The emergence of Mirror is like a bright beacon of knowledge appearing in the dark sea, like an oasis suddenly appearing in the scorching desert. Mirror is clearly that beacon, that oasis. The formidable combat power of the players is directly reflected in Mirror. Its sales continue to rise. In the first week, sales reached 14,000 copies, and in the second, they reached 32,000. Two weeks after launch, according to third-party sales data, Mirror had sold 46,000 copies.
For an adult video game, this is simply incredible. Even for some high-quality indie games, this sales volume is already impressive. These sales figures have also attracted the attention of many indie video game developers in the industry. After all, it's truly amazing. Although the sales trend has gone from high to low, these are simply normal market trends. After all, Mirror is a relatively special game, which means it can only be popular among a small group of players.
Compared to the industry's surprise at Mirror's performance, Alex himself also analyzed Mirror and why it can perform so well. As a game producer, Alex naturally doesn't believe that a work that was successful in his previous life will be successful again. In fact, many games from his previous life have a limited ability to become popular. For example, if Legend from his previous life were created, then, in Alex's opinion, there is only one end: death. First, the graphics and art have no advantage, the gameplay content has no advantage, and the worldview and plot are nothing.
This is a game that clearly prioritizes the characteristics of its era over quality. Alex believes that Mirror's success lies mainly in its differentiation. As an 18+ game, it offers a galgame and match-3 experience. While its content is clearly insufficient for a pure match-3 or galgame, it is presented as an adult game. These two differentiations are precisely what made Mirror a success.
Just as players enjoy adult content in normal games and building in adult games, Alex knew he had made the right decision. Beyond fame and fortune, the fame of being an 18+ game was, after all, something very important. It spread throughout the industry, and for most common players, a two-dollar 18+ game would probably attract little attention beyond the adult community.
Alex had no plans to continue developing this type of game; his main focus was to accumulate initial capital. Profits were paramount. With a price of $2 and almost 46,000 copies sold to date, not including taxes or the platform's commission, the game's revenue in the first month was around $18,400. Alex stroked his chin and nodded gently.
With the initial funding secured, including the game designer title, he received an official notification at the end of Mirror's first week and went to the game department to register. As for the system's emotional points, Alex was not particularly satisfied. So far, he had only accumulated a streak of seven draws, amounting to just over 700,000 points. But thinking about it, it wasn't surprising. Players' true emotional peaks probably only last a few minutes or two. Maybe even a few tens of seconds. Alex estimated that the longest would not exceed five minutes. In that case... never mind, it was understandable.
Looking at the official game store statistics, Alex leaned back on his sofa at home, pondering his next steps. Alex's plan was to focus on single-player games with good sales. This was partly due to his reputation and partly due to the company's development. The reason he didn't choose pay-to-win games was simple. It wasn't that he feared a bad reputation; in fact, if he had really looked for it, there were many highly acclaimed pay-to-win mobile games in his previous life. But after careful consideration, Alex decided not to.
Mainly because it wasn't suitable at the moment, and the gaming environment in the parallel world was quite different from his previous life. In his previous life, mobile games dominated, with free-to-play games and in-app purchases as the norm. But in the parallel world, pay-to-win games dominated. Furthermore, pay-to-win mobile games also presented significant limitations.
Take card games as an example. These experienced several typical periods of development in the past. First, games like I Am MT, The Great Master, and Million Arthur introduced card games. Subsequently, Dota Legends revolutionized card games, ushering in the era of action card games.
Later, The King of Fighters '98 Ultimate Battle Online helped SNK, which was on the verge of collapse, regain profitability, with a six-fold increase in its annual financial report, which in turn triggered a wave of IP-based card games. It was also during this period that card games began to diversify. Subsequently, the traditional numerical strategy of Sisters of the Three Kingdoms, the refined Onmyoji, and the IP-based game Fighter of the Dragon are typical examples.
In this area, Alex also carefully studied current mobile card games. Currently, development is located between high quality and IP-based. A stable industrial chain has been formed. For Nebula Games, entering this field is not as advantageous as developing new games on its own.
There are still two reasons: lack of funding and lack of channels. The game can be developed, but if there are not enough promotion funds, it will not be a success at launch. Instead, it will become the wedding dress of other game manufacturers. After all, card games are completely different, as their gameplay and numerical stimulation mode are fully replicable.
If the so-called mobile games in the parallel world are similar to the concept of card games and are not yet mature, it will be good news for Alex. But now? There are too many uncertainties.
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