What conclusions can be drawn here?

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sadiksojib35
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Joined: Thu Jan 02, 2025 7:12 am

What conclusions can be drawn here?

Post by sadiksojib35 »

The history of discussions around the sensational video and Daniil’s personality shows that the current wave of interest in him is not a sustainable trend, but rather a temporary hype.

Despite attempts to artificially maintain interest, such as spreading news about the dismissal or creating shorts with advertising fragments and captions like: "Daniil from Aeroflot", the topic is mexico whatsapp phone number gradually dying out. Engaging content with Daniil appears only as a reaction to an already outlived news item, and not to something that truly sets new trends.

However, if Daniil starts cooperating with a competent manager and actively working on his own brand, this could be a step towards real success. Then the hype could transform into a full-fledged personal brand with a long history and a strong reputation.

In our opinion, hype is good when it is a launching pad, not the main strategy. Long-term success requires more sustainable work on personal positioning and deep development of the image.

To use trends to your advantage, focus on creating vibrant and emotionally charged images that resonate with your audience. Always keep an eye on changing customer interests and adapt your approaches in time. And most importantly, remember that trends come and go, but reputations are built to last.

Each box contained four cosmetic items for characters or the user's profile that did not provide any in-game advantage. They were divided into four rarity levels: common, rare, epic, and legendary. Each box was guaranteed to contain at least one rare item.

Now this mechanic is used by a large number of developers, while making it available even to those players who are not ready to invest additional funds in the game. This approach from the developer's point of view can be called quite competent - the mechanics allow not to make the game exclusively a project for monetization, while maintaining the possibility of earning money.

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Paywall - a requirement to pay for progress in the game
Some developers go even further, implementing a paywall into the game — a mechanic of a full-fledged payment requirement for further progress. In this case, the gamer needs to buy some improvements or items that make the gameplay easier, for one reason — progress without investing money is either impossible or tied to dozens of hours of play in an attempt to earn in-game experience or currency.

Sometimes the paywall is obvious ("pay to unlock the next level"), and sometimes it is hidden. For example, an incredibly difficult challenge appears in the game. The gamer can either try to overcome it on their own, spending many hours on it, or pay to skip it, while receiving a well-deserved reward.

Hidden paywalls are often found in mobile games. A prime example is the match-three puzzle game Candy Crush Saga, which was the most downloaded game in the history of the market until 2018 (until it was overtaken by Subway Surfers).

It used a freemium monetization model: gamers could spend time in this project absolutely free of charge, but at more difficult levels they often encountered a paywall - without purchasing certain items, it was simply impossible to advance to the next stage.

Thanks to this model, at the peak of its popularity, King, the company responsible for developing and releasing the game, earned about $1 million a day.

It is worth understanding that in recent years, fewer and fewer developers have resorted to such monetization mechanics. The very presence of a paywall in a game is an indicator of the presence of problems in the project from the point of view of game design, because monetization systems should not be detrimental to the basic gameplay.
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