God's Imitator-Chapter 364: Worth the Wait

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Wei Yinzhang paused slightly and continued:

"Games at the second layer are like 'Compare Sizes.'

"The God's Imitator who designed this game realized they must set the rake to 0 and only earn profits through transaction taxes.

"At the same time, they also set up a single-player mode and a method for stably obtaining profits.

"But ‘Compare Sizes’ has a major problem: they didn't carefully calculate the necessary profits. Without the God's Imitator providing large concessions in the room, a 10% transaction tax is actually insufficient to complete the revenue target given by the Gallery.

"So after this game was submitted, the God's Imitator was already doomed.

"Games at the third layer are like 'Simple Poker.'

"The God's Imitator who designed it clearly did calculations and raised the transaction tax.

"On one hand, this can curb chip currency inflation in the room. On the other hand, it ensures their profits meet the standard.

"But unfortunately, 'Simple Poker' appeared in a total of three game halls, and in two of them, it encountered sixth layer games.

"These sixth layer games caused players to stop using the 'Auction Terminal,' so the God's Imitator who designed 'Simple Poker' probably also met a grim fate.

"The representative game at the fourth layer is 'Sea Minesweeper.'

"Although at first glance this game looks very similar to the first layer game 'Chess Endgame,' it's actually a completely different situation.

"Because 'Sea Minesweeper' provides a method for obtaining stable profits and sets certain thresholds so players can't immediately see it.

"Moreover, this method also limits the number of people.

"This way, there will always be relatively clever players who can discover this method, and then players will take turns entering the game room to obtain fixed profits.

"The God's Imitator who designed this game doesn't need to do anything extra. As long as they methodically let players finish earning all the dividends in the room, they can achieve their revenue target through rakes and transaction taxes.

"Whether sixth layer games appear won't have much impact on this type of game.

"Because even if transaction taxes are 'stolen,' this type of game can still stably obtain profits through rakes.

"If really worried, the God's Imitator can just add a bit more concessions themselves, and that would be enough.

"Of course, the risk is that if players don't discover this stable profit method, it might still fail."

Wei Yinzhang paused slightly and continued, "As for fifth layer games, there are two types: one benevolent and one malicious.

"For malicious games, let's analyze them carefully during the review later. I'll first use my own game room 'Worth the Wait' to explain the thinking behind relatively benevolent games."

Everyone looked at the large screen. The relevant game rules for "Worth the Wait" had already appeared on the screen.

[Rake: 5%]

[Transaction Tax: 10%]

[After players enter the game room, the time spent in the room will be automatically calculated.]

[After accumulating 10 minutes of stay (whether continuous or not), you can claim 1,000 points of chips. (Rake will be deducted)]

[After staying continuously for 10 minutes, the chip reward will be doubled. (Rake will be deducted)]

[When the number of people in the room exceeds 10, subsequent players entering will no longer be able to generate profits.]

[Chips obtained in the current room will automatically disappear after 15 minutes. The specific remaining time can be viewed through the countdown on the chips.]

[Trading behavior conducted on the 'Auction Terminal' can refresh the chip countdown.]

Seeing the rules of this game room, everyone was somewhat surprised.

"This simple?"

Clearly, this game was even more extreme than ‘Compare Sizes’ and ‘Simple Poker.’

Because those two games at least had a process of "playing," whereas this game didn't require any playing at all throughout, nor did it require comparing luck or strategy.

Players just needed to stand in the game room and could obtain profits and dividends.

It was no different from those online idle games.

Wei Yinzhang nodded. "Because there's simply no need to design it too complexly.

"After designing a stable profit method in the game, there are basically two approaches. One is to hide it a bit like 'Sea Minesweeper,' and the other is to make it as obvious as possible in the rules so players can see it at a glance.

"I chose the latter."

Zheng Jie was somewhat puzzled. "But I don't quite understand. Won't such a simple design also encounter the problem of 'chip currency inflation'?

"Moreover, you set both the rake and transaction tax very low. If you also encountered games like 'Equipment Forging' and couldn't obtain profits through transaction taxes, wouldn't it still be very dangerous?"

Wei Yinzhang shook her head. "No. The biggest difference between 'Worth the Wait' and games like ‘Compare Sizes’ is that chips automatically disappear after 15 minutes.

"So players must continuously engage in trading behavior to refresh the chip countdown.

"Frequent trading behavior can repeatedly trigger transaction taxes, so although the 10% transaction tax doesn't look high, it can actually let me obtain sufficient profits.

"If some players' chips disappear due to negligence, that portion of profits also belongs to me."

Zheng Jie suddenly understood. "I see! So to solve the problem of 'chip currency inflation,' the God's Imitators really did show off their various skills..."

Wei Yinzhang emphasized, "Because the core of this game design is to solve the problem of 'chip currency inflation.' Players who don't realize this will most likely be eliminated."

Chip currency inflation would severely affect players' willingness to play in the room.

Because this game's duration was very long, a total of 3 hours. The more cost-effective a game seemed, the more people would play it.

The more people who played, the more chips would be produced.

But the dividends in the room were fixed.

This meant that the more players played, the more chips depreciated. If they stubbornly kept crowding into such rooms to play, they most likely wouldn't earn enough visa time in the end.

This way, players would abandon this room and choose rooms where chips depreciated less.

If a certain room could always maintain a high position near 1:1, then players' willingness to choose this room would greatly increase.

Not only that, chip depreciation would also cause players to rush to offload their earned chips, listing large amounts of these chips on the auction terminal.

But other players also knew this well, so even selling chips at reduced prices was very difficult to complete transactions.

Many chips would ultimately rot in players' hands, unable to form a normal economic cycle. Naturally, the entire room's ecosystem would also deteriorate.

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