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Chapter 73 Differences

Wanhu is actually very kind to the share ratio of the games it publishes. Including materials, transportation and promotion, it only takes seven-tenths of the total sales.

Although other publishers seem much better than ten thousand households on paper, various complex expenses flocked to them, and in the end the money earned by the game producers either earned a buyout price or less than one-tenth of the money.

This is also one of the real examples of the conscience of the capitalist.

However, if these publishers were not present, thousands of households would become like them.

After all, as a latecomer, Wanhu wants to occupy the market and gain more games to be released here, it must be more standardized, more open and more transparent, so that game developers can make more money by coming to Wanhu. Only those manufacturers and individuals who make games will choose their own games and leave them to Wanhu for distribution.

However, since Wanhu's review standards for games inherit the same high standards as Japanese game review standards, the number of games that can pass the review and release them in Wanhu is actually not very large.

Although we are trying our best to ensure that the new games released will not be interrupted, and that each game can still be connected to new games after the release period of the new game.

However, even if a game has a new game cycle, it is definitely not an easy task to launch twelve high-quality games in a year.

And this frequency of every one per month has really emptied a lot of my wallet called Love.

However, why do players still recognize ten thousand households so much?

Of course it’s not because they are shaking M and like to spend money and be abused.

It is a game released by Wanhu, and the quality is really suspicious.

Unless this type of game really doesn't like it and is insulated from this game, otherwise, under normal circumstances, there are almost no games you can't play.

It can be said that it is really just buying it.

You know, in the Atari era, buying games was like a lottery.

Don’t look at the packaging of a game or the name of the game. When you get home and plug it into the machine, you will know whether this game is fun or not.

But after the arrival of the Nintendo era, this situation has been greatly alleviated.

Even the most watery game released by Nintendo is far better than the junk goods at Atari once.

Therefore, console players gradually developed a love that they thought they could buy games at will.

Of course, it has also formed a certain degree of popularity of game companies.

For example, if you are playing a horizontal shooting game, you will go to Konami. If you want to play a plane game, you will go to Namco.

If you want to play strategy games, you will be wrong to buy glorious ones.

However, this is just an illusion.

You know, the reason why the electronic art industry was able to make its first pot of gold was because the game was mixed in the market at that time.

The electronic art industry has completed a banner for Atari to let the game of garbage through its own certification mark.

Therefore, although there are many new players who think that EA in the electronic art world is simply a cancer, in the eyes of many old players, he is like a positive person.

Of course, the positive characters of the past will not be unable to become villains in the future.

The electronic arts industry later made drastic moves to play capital, which also brought a very bad atmosphere to the electronic game market.

After it, Ubisoft, France, also took this path, but after improvement, I don’t know how much higher than the electronic arts industry, at least the player’s evaluation is very high.

It is precisely because of this trend that the later European and American electronic game industry changed from competing for game content, gameplay, and game fun to a game that strives for capital.

This has indeed curbed the development of East Asian games and even sent Japanese games to the grave.

However, they couldn't play this last set.

Next, the rise of the wave of independent games.

After all, 3A games are really too boring and boring.

As for why East Asian games later, it is mainly because South Korea and China can rise.

It is because of the Chinese electronic game market that has taken a unique path.

Faced with the problem of being almost impossible to solve the problem of external intrusion, I gave up my investment in stand-alone games and entered the operation era of online games.

A large number of Korean manufacturers have "transplanted" Japanese console games into online games.

This also made the technology, funds and wings they accumulated gradually become more abundant, and the games they produced gradually began to make large-scale profits.

In the era of PC games, that is, in the era of computer games, the main thing they play is agents.

There are not many self-developed game manufacturers, and they can basically count them with one hand.

It looks like Kingsoft’s Xishanju, like NetEase, like Tencent, like Shanda.

However, Shanda, as an industry giant, has not always led the way.

The popular game created by Shanda is "Legend", but it seems that it is only "Legend".

For example, other electronic games have basically not been made.

It’s not that Shanda’s game is not good. It can even be said that as the largest game operator in China at that time, those excellent games would want to cooperate with Shanda first.

However, the reason why the talk failed later was that it broke down.

First, because the price given by Shanda is too low, and second, because there are problems with Shanda's operations.

Shanda's game operation focuses too much on short-term interests, in other words, it is like fishing in various dry ponds.

The penguin, who was scolded later, even weakened the knowledge in this regard.

When China finally started to make a lot of games instead of agents, it was already the era of mobile games.

In the mobile game era, "I Am MT", an unknown game manufacturer can compete with the big guys.

However, there are only two left in the field.

One is a penguin and the other is a net-style.

If we say that these two companies have more integrity, it is actually not easy to say.

When Penguin became rich, it had many dark history, such as copying many copycat games, such as being too strict in the recharge assessment, and all kinds of strange recharge activities.

But after the family is big and the business is big, this trend has actually improved a lot in some departments.

And the company Netzhiyi is more interesting.

The electronic games produced by this company have many comments and are very conscientious on the Internet. In fact, krypton money is a lot, and there may even be more.

Is it an organized and purposeful trend of public opinion that is used to make a game popular or the speeches are all the users' heartfelt feelings? In fact, it is easier to explain clearly.

For example, "Onmyoji" and "Overwatch" seem to have strong marketing shadows.
Chapter completed!
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