This Is Not a Bug but a Game Feature-Chapter 263 - 177: Spicy Strip War (Part 2)

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Chapter 263: Chapter 177: Spicy Strip War (Part 2)

Major corporations also took notice of this game.

Initially, these companies held disdain and contempt for the idea of advertising in a game, considering it insignificant and not particularly effective.

However, after the news event of the "Spicy Snack War," these corporations were shocked to find that advertising in this game might actually be a good idea!

Look at that spicy snack company; it took off with the tailwind, and its sales more than tripled!

Due to the precedent set by this spicy snack company, more and more companies interested in advertising have paid attention to the "non-mainstream" game "Don’t Leave After School".

The amount of in-game advertising has also increased!

Have you watched a soccer match?

The periphery of the soccer field is surrounded by advertising boards, and all around the field are ads, with players playing soccer amidst these ads.

"Don’t Leave After School" is now in a similar situation, with various advertisements appearing around the field in each game.

The game lobby page also circulates various video ads, making sure no space is left unfilled...

If it were another game, such intensive and frequent ad placements would have long been cursed by players, as it would affect the normal gaming experience.

But in "Don’t Leave After School," players not only have no complaints but even feel grateful to these advertisers.

No kidding!

They are paying money, and the ad revenue is indeed shared among the players. If you find it annoying, then don’t play, let me watch all the ads.

"Is the money shared a lot?"

Chen Ba was somewhat curious. In theory, although ad fees can easily reach hundreds of thousands, with so many players in a zone, the share divided might not be much, right?

"That depends on the situation..."

"A single ad does not offer much money, but the more advertisers there are, the more ad revenue is shared among players."

Yang Dong took Zone Three as an example and carefully calculated for Chen Ba.

Currently, Zone Three has about 40 advertisers and around 300,000 active players.

These 300,000 players, depending on their login frequency and average online duration, receive varying amounts of ad revenue. Those who get more can receive a few thousand, while those who get less might get dozens.

"That’s pretty good."

Chen Ba finally understood why players were willing to accept such in-game advertising.

Log in every day, casually play a few rounds, and within a week, you could get a pack of cigarettes or a bag of rice; within a month, you could pay your utility or internet bills...

And the cost is merely enduring some ad disturbances in the usual gaming experience.

But the thing is, these ads are not intrusive pop-ups. Aside from slightly affecting the game’s visuals, they don’t really interfere with how you play.

"After the Spring Festival break, I plan to update the game with a pure mode toggle."

Yang Dong explained, "Once pure mode is enabled, the player won’t see any form of in-game advertisements, and the gaming experience won’t be impacted at all."

"Once pure mode is turned off, relevant ads will appear, and by default, you’ll join the server’s benefit plan, enjoying various perks and ad revenue shares provided by the zone’s advertisers."

"That’s a good idea; there should indeed be a mode switch option."

Wang Kun agreed wholeheartedly.

Some players might not lack money and aren’t interested in these petty benefits, only wanting to enjoy the purest game content.

In this case, he can enable pure mode and see "Don’t Leave After School" as a leisure game to pass the time.

If pure mode is turned off, that means joining the game’s benefit plan.

From then on, playing the game might involve encountering various ad disturbances, but the benefit is that playing the game could earn money.

Yes, playing games can make money!

The unique mechanics of "Don’t Leave After School" and the surge of advertisers ensure that playing this game can indeed be lucrative.

At least with pure mode turned off, playing this game isn’t considered "wasting internet fees" because the internet fees are certainly not a loss.

However, after eavesdropping on the conversation for so long, Wang Kun had a question.

If the game turned into a free game, or as more players join, with tens of thousands or even hundreds of thousands of people pouring into a zone, and the advertisers remain the same, wouldn’t the money each player receives decrease?

"It will decrease, but..."

"No matter how much it decreases, there is a minimum threshold. You need to understand one principle: advertising to 100,000 people vs. 1 million people doesn’t cost the same!"

Chen Ba explained to his good friend, "With more players in a server, it seems like more people are sharing the cake, but in fact, the cake itself gets bigger."

With only tens of thousands of people in a zone, no matter how the ad fees are collected, it can’t exceed a million.

But if a zone has a million active players, the ad fees can logically increase to over a million!

This makes perfect sense.

Every ad has its own exposure cost. Even when placing ads on TV, the quote depends on the comprehensive viewer ratings of each TV station.

With this exposure cost, regardless of whether the players in "Don’t Leave After School" increase or decrease, the ad revenue each player receives won’t change dramatically.

"I get it!"

Wang Kun, upon learning this, breathed a sigh of relief, "I was worried that if the game became popular and attracted too many new players, previous players’ interests would suffer."

"Haha, that won’t happen."

"In fact, the more players, the better for the game. The larger the base, the more attractive it is to advertisers, and ad revenue will continue to reach new highs."

At this point, Yang Dong seemed to feel a bit regretful.

The reason "Don’t Leave After School: Marble Storm" could establish such a model is centered around the marble that represents permission.

Because of the presence of the Permission Bead, players have become the rulers and controllers of the game, while the game developers have lost control, becoming regulators instead.

Since players themselves hold the future fate of the game, that’s why such a situation occurs.

Other games, lacking these conditions, naturally don’t present such a possibility.

Even if Chen Ba decided on a whim to create a similar "Heirloom Marble" item in other games, it’s unlikely to replicate the same scenario.

Don’t ask why.

The idea that "everyone can be king" has long been instilled in "Don’t Leave After School," and the marble’s meaning has long transcended a mere game item or permission.

In other words.

Even if Tianba Studio resolves the permission glitches caused by the game bugs, and the Heirloom Marbles in the game no longer hold admin permissions.

Players will still fight tooth and nail for that supreme position...

The reason is simple.

The gaming environment and atmosphere are already established; at this point, the marble’s existence is irrelevant.

In gaming, rather than merely playing for mechanics and gameplay, it’s more about atmosphere and immersion.

Games with strong immersion, for example, those with touching or heart-wrenching stories, will see players follow their instincts to push the narrative forward, even without main quests.

For instance, when a game creates a particularly disgusting and annoying antagonist.

The main quest doesn’t require players to kill him, but because the story is well-crafted and players’ emotions are invested in the game, that antagonist is bound to die.

Players, while completing missions, wouldn’t mind taking down this annoying guy along the way, regardless of the reward or task, they’d still do it.

"Don’t Leave After School" cultivates this kind of immersion and atmospheric feeling.

With this, even if they suddenly lost the Permission Bead, conflicts and battles would still erupt among players and between servers.

After all, that’s the mainstream gameplay, and everyone is accustomed to it!