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"Crowdsourcing" stickiness and retention rates Vs. Social features to attract the eye still is to promote one of the game, both rich viscosity and amusing way. The single-player game is a kind of game, social game contains a variety of interesting interpersonal communities: competition, cooperation, peer pressure, rebellion, jealousy and sympathy and other additional factors. Experience in the computer "Scrabble" and "Words - with Friends of the existence of differences do not spend their time and pop culture phenomenon. The swtor credits for sale is good news for players who love the game.
So on today's F2P online social game, "sociability" in relation to user experience and business models. The game designers have to determine what kind of social mechanism to the target market for their work, play, and business models. These mechanisms are casual Facebook games, or hard core MMO game does not matter.
This article will be based on three kinds of general exploration methods to the analysis of user interaction, rather than two yuan through a limited perspective. The advantage of this approach is that these exploration methods can be applied to any online multiplayer games.

The hard-core strategy for the game is interesting

As the Kabam hard-core strategy MMO game designer / producer and Zynga former leisure and social game designer / producer, I am very familiar with these two types of social mechanisms. More and more players are attracted to maintain the fun in the game with Star Wars:The Old Republic Credits. I found both to be able to bring a sticky play experience and performance are comparable.
In fact, free of charge (F2P), online and multiplayer experience in the entire game market account for a large share, and now works more and more skillfully casual and hard-core subject matter of the social mechanisms combine. "League of Legends is a good example: Riot returns DotA combination of MMORPGs the PvP combat, the duel of the RTS and the more leisure F2P games social mechanisms to create new themes, online multiplayer battle space (MOB), from which significant new revenue streams .
The development of "social" elements is mostly driven by the F2P business model. The traditional retail game involving a user decision: to buy or not buy. F2P game players and developers continue to interact. As the access threshold is low, the player for the loyalty of the F2P games is not very high. This means that developers and publishers need to do to allow players to maintain a high viscosity, regular visits to the game. These features in the game stimulate more and more players to Buy cheap swtor credits to play the game. This can be done to achieve the core gameplay and efficient revenue-generating mechanism; leave you have been put into a lot of time and money in the game a very high opportunity cost.

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