Chapter 18 Future Charging Models
Although the "Counter-Terrorism Operation" competition organized by Wanhu Interactive Entertainment is only held in North America, in addition to players from the United States and Canada, Korean players are also a hot topic.
The continuous increase in bonuses have made more and more people target the "Counter-Terrorism Operation" competition.
Although American football or basketball is still not popular compared to traditional sports, it has a great influence among young people.
You should know that whether it is rugby or basketball, if you want to participate in the game, you need a strong body and corresponding physical fitness.
For example, rugby has high requirements for confrontation, and basketball also has a strong demand for height and bounce ability.
But computer games, or e-sports, smooths out these physiological differences with mouse and keyboard.
In other words, unlike traditional sports, the body determines everything, but it is somewhat similar to chess and card sports, which can win with your brain.
In a team, the captain may not be the one who draws his gun and shoots the most powerful person, but he must be the one who has the strongest view of the overall situation.
Although there is no professional positioning in "Counter-Terrorism Operation" and does not say that there are specific characters and can only do specific things, each person's division of labor can be determined according to the different choices of guns.
A team of six people gathered together and could arrange various combinations.
Even if it is simply divided into two types: attack and defense, each type has a full double-digit change.
Therefore, after the strength of the double-aggressive counter-counteratism in "Counter-Terrorism Operation" reached a certain level, the basic strength of each player was different as if it was a case of difference. What everyone was competing for was not personal strength, but mutual cooperation between teams.
And the demand for war reports is becoming more and more intense.
However, although "Counter-Terrorism Operation" is also a game produced by Wanhu, there is no video playback system yet.
Because Wanhu's "Counter-Terrorism Operations" department is now focusing on another major project, what project is it?
It is the online game viewing system.
This is a game viewing system built into the game. When the game is broadcast live, it is not a special set of data streams, but directly opens everyone's game, opens everyone's game, transmits the data in the game, and reproduces it in the audience's computer.
What are the advantages of this model?
First of all, the requirements for broadband are extremely low.
Nowadays, the bandwidth of the average home broadband can only watch videos with poor video clarity, and the mosaics on the screen are almost full of the screen, which doesn't look interesting.
This live broadcast mode just solves this problem. Everything calls are resources in the game, which can be regarded as a lossless live broadcast.
No detail in the game will be missed.
In fact, with this function, the video playback function is just a matter of raising your hand.
However, how to store video files and whether they can be downloaded is a problem.
Because the video recording function involves some basic functions of "Counter-Terrorism Operation", if these files can be downloaded, the corresponding interface may become points that plug-ins can be used.
It can be stored on the cloud all the time, that is, it can be saved on the server all the time, although it can be done.
However, there are many requirements. At this time when the "Counter-Terrorism Action" competition has been being implemented and the finals are getting closer, shouldn't we realize the live broadcast system that is crucial to the "Counter-Terrorism Action" fee plan be realized, but to improve a video playback system that players need relatively more?
You should know that although players need video playback, this is not the case for the majority of players.
Most players feel that they have time to watch the video, so it is better to play for a while on their own.
Moreover, their opponents are not fixed, but are randomly matched online, which means that their videos are not obvious.
The game live broadcast system can definitely use more people than professional players, so we must do this first.
In fact, this playback system is more advantageous in the United States than in other countries where copyrights are not standardized.
What are the advantages?
Even the live game broadcast itself can be charged.
Because a large number of sports competitions in the United States are broadcasted through paid TV channels.
For these sports fans, and even for other viewers, live broadcast charges are a natural thing.
It is relatively natural to charge for electronic game competitions.
As for the previous video game competitions, why not pay for watching?
Because the profit point at that time was not here, the main function of the competition at that time was advertising.
Advertise this game and let others buy the game.
Online games like "Anti-Terrorism Operation" are no longer just a one-time deal like traditional stand-alone games.
It is a brand new model, a long-lasting charging model.
In the map planned by Takahashi, the current North American competition and future world competitions will be held in one cycle.
The major version update of the game and the player's consumption cycle are also in units of years.
Every competition, tickets to watch the live broadcast of the competition will be sold. The income from this ticket will be transferred to the prize pool.
Why do you do this instead of launching New Year’s goods games?
First of all, there are several problems with New Year’s goods games, which cannot be solved by New Year’s goods games.
The first is that the development cycle is short.
The future development of stand-alone games will emphasize the increasing size and content enrichment.
This is not allowed to be done by development funds or development time, so in the future, single-player games will inevitably lead to problems such as hollowing out the game content.
As professional New Year’s game users in the electronic art industry today and in the future, their solutions can only be said to be effective, but may not always be useful.
It’s like a game series that can be distributed to several game production teams to make. This will get rid of the problem of insufficient time for developing New Year’s game products.
However, this creates a new problem, that is, the game styles of the same series are not unified.
As for another method, it can only be used in sports licensed games.
To put it bluntly, the updates of each generation are not very big, but the player data is updated, and as a fan, I have to buy it.
Data can be modified at low cost, but the electronic arts industry does not do it.
Although this can indeed make money, it has a bad impact on the company's image.
The electronic arts industry may not care, and think that making money is enough.
Chapter completed!