Chapter 60 The Power of Ten Thousand Households
When Takahashi flipped through the Wanhu Japan Game Research Institute, he saw reports on mobile games, as well as causes and consequences.
I can't help but sigh that Japan's electronic game market is worthy of being a precocious game market.
How far is precocious?
Precociously mature once a certain electronic hardware carrier reaches the lowest line that can run in a game type, this new game type will immediately appear.
Mobile games, the exact name for this mobile game should be Krypton Gold Game.
Krypton gold games are a kind of game type that has a very money-making ability in the history of electronic games.
Whether inside and outside China, with this game type, there are more than one or two companies that have made a fortune and created wealth myths. But there are batch after batch.
Of course, most of these game companies, even if they have temporary success, have not escaped the fate of having to develop a popular game.
When making electronic games, whether for large or small companies, the emergence of hot products is a low-probability event.
The reason why large companies stand firm is because they are strong and able to withstand the consequences of repeated attempts.
However, for those small manufacturers who make a lot of money by making an electronic game.
It is not so easy for them to continue making money.
Even if they can withstand the losses of failures again and again, it will not be easy for them to continue to succeed.
Because, they are likely not understanding why their current game is successful.
The point they think that success may have nothing to do with the point that is truly popular with players.
Another possibility is that their games can only achieve good results in specific historical periods and specific game development stages.
It's like a game like Fruit Ninja.
The reason why it became popular was mainly because the capacitive screen mobile phones were just beginning to become popular at that time. This sliding screen game method perfectly integrated with this novel hardware, setting off a wave of frenzy.
But the problem is.
This freshness comes from the freshness of hardware or the freshness of games.
It will begin to fade soon.
If you only work as a manufacturer of "Fruit Ninja", you cannot correctly realize this and admit that "Fruit Ninja" is just a special game in a special historical period.
Treat the particularity of this game as general.
Even if they made a game that used the characteristics of capacitive screens to make it more fun, they would still not repeat this success.
And they won't say that their game types are not attractive anymore.
Instead, I will start to talk about how powerful the art style of my game is and how powerful the soundtrack is.
The reason why players don’t like this game is because their appreciation level is too low, etc.
However……
Electronic games are a way of entertainment for the public, and can have various art styles and various forms of expression.
But the most important thing is that as a game, it must be in line with the times and be fun.
However, game manufacturers that can achieve these two requirements are basically about zero.
After carefully reading the report of Wanhu Japan Game Research Institute.
See their exploration of the Krypton Gold Game game.
Takahashi has to admit that these old guys who stayed in the Wanhu Japan Research Institute are not just eating and drinking.
Their sensitivity to games is still there.
But in the past, the success of the past has become a shackle that limits their performance.
And when they realize these and start to change, as long as they want, they will definitely gain an advantage.
but……
Takahashi still has some concerns about the type of Krypton Gold Game.
In fact, Takahashi's opposition to the Krypton Gold Game itself is not very big.
However, they have some more "stubborn" ideas about how to make krypton gold games.
Because to a certain extent, krypton gold is like real card games, it is a kind of "gambling".
Game manufacturers can maximize their profits by controlling the explosion rate and other means.
However, this approach, in Takahashi's opinion, is completely a matter of fishing in a dry pond.
Of course, many game companies don't think so.
In their opinion, any game has its own life cycle.
Maximizing the benefits of every player who plays the game will certainly make a game lose popularity faster.
However, for most companies, it is something that can be accepted.
Even, as for krypton gold game.
Many game companies have discovered that players are like leeks. If they are injured in a game, they will go to the next game of the same type.
Players who have harvested one round after another often can grow up more vigorously.
Since players are cutting, what is the difference between cutting more obvious and implicit?
Since players will always lose, it’s better to cut it sooner or faster.
The cost of game maintenance will even exceed the cost of recreating a new game.
Since the game is maintained well, players will still lose it, so why not just harvest it roughly and then change it to another game and let them fall into the pit?
You should know that in another world, there is a manufacturer in China, who is constantly boasting about his feelings and is doing rough harvests again and again.
In this way, although the company's financial report will be very good in a short period of time.
However, players are not real leeks.
Even if it is really a leek, it will be angry with the leek.
When they find themselves just a mobile wallet, he will vote with his feet.
Let this game company that just makes them mobile wallets out of their choice.
Therefore, although we have achieved relatively good returns in the short term, we will not be worth the loss in the long term.
Therefore, Takahashi wrote an instruction on the report of the Wanhu Japan Game Research Institute.
Wanhu Japan Research Institute must clarify the explosion rate and winning rate of all mobile games they develop, and at the same time, they must use a better attitude to all players, whether it is free players or paid players.
In short, it is emphasized in the report.
It is better to make less money than to leave stains on this photo of ten thousand households.
You must know that the most precious wealth of thousands of households.
Rather than saying that it is a game series that has been settled, it is better to say that it is a player who has always been unfamiliar with it.
As for why players don’t leave each other?
The reason is very simple, because tens of thousands of households are rare, and they treat players as players, respect and understand companies.
This alone makes 99% of game companies unable to do it.
Chapter completed!