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      英文配音文稿:iOS游戲配音

      2012-10-30

      來源:聲動傳媒聯(lián)合編輯

      標簽:

      瀏覽(3585)

      Let's start by going back to the past 10 years

       
      Your game is built to entertain
       
      And which game really means to entertain is a big idea
       
      Your big idea was beat everybody in the game field
      Professional players were reached through images, figures, sounds, game control, fluency and other indicators
       
      You know the habits and expectations of your players well
       
      You’ve perfect game design just right next to the media
       
      And your webgame was sure to hit him
       
      So the players begin to notice you
       
      They like what they see and they trust what you say
       
      But just to be sure, they might ask other players or friends what they think too
       
      Not leaving anything to chance
       
      You give things at hand with some well chosen flatting PR, *water-force, guild totem, QQ group, game media, activities and Internet Cafe push
       
      And make sure that the potential players could see your new webgame
       
      Now the critical moment 
       
      Pose the point to sell; your game will be sure to stand out from the crowd
       
      Be calm, hold your nerve. If you provide attractive awards, do well in guild activities, open new servers timely, launch continuously advanced equipments, ensure the RMB players enjoy themselves, and raise the ARPU value
       
      The webgame wins through
       
      And the profit is made
       
      Speaking of the highlight of your webgame
       
      You share similar scheme and theme with other similar producers
       
      With the majority of your efforts on the type of planning a little bit conservative but has made profits elsewhere
       
      Forceful promotion
       
      The marketing job of the webgame is done, leaving the profitable servers gradually mixed and forming multi-servers, then open new servers…everyone is happy.
                                                                     
      Let’s get back to today, the whole new “WebGame Time”: OnLine and OnLife
       
      Here’s your webgame, still there
       
      Still strong
       
      And of course your big idea through traditional indicators still needs to cater to the players 
       
      But this time we have a few more “groups of players”
       
      Things are a little more complicated with some new groups
       
      Female players, students, office ladies, children, the “after 90s”, and “otakus”
       
      Along with mobile entertainment like iPhone4 and iPad the highlights of webgames have become more or less uncertain
       
      They prefer to use their “a little spare time” to play a “5 seconds’ game” 
       
      Also willing to accomplish a little independent game task while taking subway, and keep the score in a bigger game system
       
      We can still reach the players through promotions
       
      But that bombard with so many similar webgames
       
      They might not even notice your game
       
      Fortunately, there are many new ways 
       
      We can help bring players and games together
       
      You’ll still need to do a great job in PR, - *water-force, guild totem, QQ group, game media, activities and Internet Cafe push
       
      However players might become more skeptical  
       
      They’ll want to taste more
       
      More simple happiness, meanwhile more interesting their lives could be
       
      And it’s so much easier to share happiness with other people today
       
      On the same map, classmates, friends, colleagues and people from the same city are all online
       
      But also through friends to friends, they can access lots of people to finish a mission together
       
      Such as hitting 3 “damn shrewd-mice” within only 5 seconds
       
      In this connected environment
       
      They’ll complete the interactions between players via a variety of sources
       
      Of social networks and twitters
       
      They are no longer interested in juggles of words
       
      Hoping the figures of their friends, who are slave in the game, can be vivid as mining
       
      And fight with them shoulder to shoulder in the game battle between "company tribes"
       
      The interactions between players take place 
       
      Whether they play webgames or not
       
      How much you entertain the players as a game is even more important than your animation
       
      A big idea of a webgame is essential, the true happiness you can bring to a player’s real life even more so
       
      So you’ll consider how to get involved in the social networks and twitters like us
       
      Learn to pierce how people gain happiness via “social intercourse”
       
      Just think about it, if you can “crimp her straight hair” in 5 seconds
       
      Then You can get a beauty salon’s 70% discount coupon while gaining scores and experience rewards
       
      Sounds good?
       
      Call your friends and try it at once! 
       
      At the little linked games in your WebGame website, or mobile phone
       
      Would often become the first port of call when office ladies, students, white-collars, and “otakus” have even a little spare time
       
      As people seek us out
       
      We want to create an integrated value added strategy
       
      In order to provide our players with completely new tastes
       
      One payment in the game, you would not only earn the virtual equipments, but also get real commodities
       
      WoW! This will ensure our game to stir up a trend among players
       
      Our players will get every way to connect to the game right away, such as WebGame、Android and AppStore
       
      They look forward to the interaction between the game and real social intercourse
       
      We’ve earned their enthusiasm, they know they will enjoy the new experience
       
      All they need to do now is to experience the thousands of items and other magical functions in our game
       
      So finally the purchase is made HAPPILY
       
      Putting all money into those similar products
       
      Really won’t get the “after 90s”, office ladies, white-collars and “otakus” keep enthusiasm and pour money into your game anymore
       
      Instead of spending all our money out front, we need to think back
       
      How we can sustain the relationship between game and players over 365 days a year
       
      Rather than only focus on opening new servers to take money
       
      The past 10 years was defined by professional players and RMB players
       
      Today in the new “WebGame Time”
       
      We still emphasize the playability indicators of the game
       
      And most importantly
       
      We must understand how to improve each player’s real social intercourse, and get him willing to interact and share his happiness with others
       
      Thus we can earn the enthusiasm of each player
       
      A little more effort, but well worth the result
       
      51Going OnLine + OnLife
       
      Bringing players, webgames and the happiness of life and consumption together with innovative planning, like never before
       

      聲動傳媒·香港配音

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