Chapter 96 Nostalgic People
There have always been squirrel patients among the players.
This is also the reason why Wanhu's exchange-type cards can make so much money with just a few small cards.
Now the total number of cards in ten thousand households has exceeded 500, and it is still increasing.
There is naturally no way to balance so many cards. The solution that Wanhu thought of is very simple, which is to withdraw from the environment.
Every year is a big season, and every big season has a theme.
The end of the global finals of each year means that this season has ended and the beginning of next season.
At the beginning of next season, some card withdrawal environments will be announced.
This also solves an embarrassing problem, which is the many banned cards and disable routines that were born due to the imbalance of the game.
Now these cards and routines can be removed from the environment together. It doesn’t matter which cards players use in private competitions, but once they reach a regular game, they can only use cards that are officially stipulated to be used.
In this way, card designers can better design cards and battle routines.
Of course, the most important thing is that as long as you want to continue playing this game, you have to spend money constantly.
The competition is like a carrot. All players who want to participate in the competition must purchase brand new card bags and make up enough decks before participating in the auditions.
Logically speaking, players should complain about such a way to make money.
But strangely, the more loyal the player complains, the less.
And those old cards that have already been withdrawn from the environment are still traded.
For example, some rare cards are even rising prices.
Wanhu's cards have even become the youth of some card players.
They want a card, not because they want to play it, but just to satisfy their youthful desires.
This is like why the web game "Legend" in China suddenly became popular after the second decade of the 21st century.
This is because the group of players who played "Legend" in the early 20th century have gradually started their own families and many of them are small bosses.
After these little bosses get rich, they naturally want happiness when they are young, and what is happiness when they are young?
Of course, I was furiously browsing equipment in "Legend".
However, their time is very valuable and they can no longer play the genuine "Legend" which consumes energy and time.
At this time, the "Legend" web game targeting these players naturally appeared.
On the market where "Legend" is the authentic copyright of "Legend" in China, Shanda Games must conduct copyright transactions with Shanda Games, that is, requesting Shanda Games copyright authorization, otherwise they will be waiting for Shanda Games to be sued by Shanda Games' legal department to lose everything.
Shanda Games does nothing for a year. How much does it cost to rely solely on the licensing of the "Legend" game?
It is similar to when "Legend" created a legend in China, with 3 billion to 5 billion a year.
This is also the reason why Shanda Games' financial situation is still very good when the Shanda Series is shrinking in a full range.
The copyright share of Shanda Games is not actually the big one, and the big one is still in the hands of the game publishers and platform merchants.
In 2016, the entire market was still about 20 billion.
This is also why web games in "Legend" can advertise on various video websites and can afford to attract various stars.
Although the stars they hired all looked familiar, most of them were actually out of date.
It's like Zhazhahui, Fan Wei, Lam Zicong, Jane Jane, Louis Koo, and Louis Koo. The price of asking them to come once is only 5 million.
The shooting time is also very short, only one or two days. All it takes is those lines and a few actions.
Of course, there is still time to authorize use.
This is like why the game "Dungeon and Warriors" has already passed its peak and the number of players is the most, but why is it still so profitable?
Because I don’t know how many players came into contact with this game when they were still in junior high school and elementary school. At that time, they thought it was very amazing to have a set of fashion and a set of sky sets in this game.
Although the game is out of date and has entered the end of its life cycle, in order to satisfy their youthful desires, they will still form a set of sky sets, buy a few sets of fashion, or spend money to fight the abyss.
This is how games are. Many times, it is no longer playing the game itself, but rather playing a feeling.
This is also why many Japanese, European and American games have been reset and resurrected after entering the new century because players once wanted to play games again.
They came into contact with new games and felt that they could not accept it. At this time, the original game could be resurrected and filled the market.
However, unlike online games, the inherent disadvantage of stand-alone games or console games is that they cannot make it impossible for players to spend money immediately as long as they have nostalgic thoughts.
Therefore, in terms of nostalgic income, European, American and Japanese are often not as good as Chinese online games.
VRBoy achieved excellent market results in Japan, and many startups immediately appeared in Silicon Valley in the United States, and they also began to develop such virtual reality display devices.
Although Keio University has relevant papers and patents, Wanhu has completed cross-authorization with Keio University by using its LEDs with other primary colors and some unique technical patents.
Although Wanhu does not produce VR products themselves, he can sell VR technical solutions.
Therefore, the technical support behind VR startups that sprung up like mushrooms in Silicon Valley in the United States came from thousands of households.
Ten thousand households do not make actual products because they think it is risky.
And if they sell to startups, there will be no risk.
Moreover, these VR startups are good at telling stories. If they can tell stories seamlessly, they might be able to do them.
Silicon Valley capital giants like Microsoft have also begun to become interested in VR devices.
They even have an internal entrepreneurial team that purchased technical solutions from tens of thousands of households.
Microsoft is a business-mature company that is far more commercially mature than Nintendo. Although it is competitive with Wanhu on the operating system, it still cooperates in the places where it is to cooperate.
It will not be like Nintendo, once one part of the cooperation has problems, all other cooperation will be immediately interrupted.
This is probably the difference in the nature of businessmen in Japan and the United States.
Chapter completed!