The probability of drawing cards in the original god game is set very low, so it is not easy for gamers to get the desired props by drawing cards. This paper will analyze the rationality of reducing the probability of players.
First,? It is an optimization process of the economic model of game operation to reduce the probability of obtaining specific props by drawing cards in the game. It is a profit model for game operators to draw cards to obtain game props. The game will reduce the probability in a timely and reasonable manner according to the operating cost and the feedback from the players. If the probability of drawing cards at a certain stage is high, players can get the products they want with no effort. In this way, the company's income will be reduced and it will not be able to continue to make profits.
Therefore, merchants will reduce the probability and increase the recharge income of game users according to the development needs of their own game business, which is reasonable for the development of enterprises. Reducing the probability within a reasonable limit is also an objective need to optimize the game profit model.
Second,? The card-drawing mode takes advantage of the psychological state of users' "trying" and improves the participation of users in paying. Users are curious about the unknown and have the mentality of "trying" the card drawing mode, and don't know what kind of props they will get. Merchants took advantage of the hearts of these users and launched a card-drawing model. The reason behind this is that the props that users can get by paying directly may be novel at first, but they will lose interest over time. When more and more players stop paying for props, the game will definitely be difficult to maintain.
Compared with certainty, the uncertainty brought by card drawing will fully mobilize users' desire to buy. The reduction of probability will embody the concept of "things are rare", so that more users can pay to recharge and get more and rarer game props, thus gaining virtual self-satisfaction.
Third, low probability card drawing improves the possibility of increasing the company's income from the perspective of probability, which is convenient for game operation. Reducing the probability is a relatively direct invisible money-making behavior in the game. The lower the probability, the less likely the user will get the corresponding game props through the same recharge amount. According to mathematical probability, users can only increase the base of props, that is, they can recharge more and buy more props, and they are more likely to get props. This invisibly improves the game revenue.
But everything is limited. If the merchants reduce the probability infinitely, then consumers will refuse to buy this kind of lottery props. In fact, there is a mathematical inverse relationship between the merchant's income and the card drawing probability. Merchants need to adjust the probability reasonably to maximize the game revenue. Readers can also think from another angle, and it is obviously reasonable to maximize the benefits of the game. If after reducing the probability, the game official finds that the income has increased after comparing the income, then the probability setting is reasonable.
It is concluded that Genshin Impact's card drawing is a game mode under the background of "blind box economy". It is also a measure for game operators to adjust the card-drawing probability to adapt to economic development and improve corporate income by using users' psychology. It is necessary to analyze objectively and treat its rationality rationally.