Chapter 80 Who doesn't hang a few signs?
There are many things that are divided into the Big Year and the Little New Year, and games are also divided into the Big Year and the Little New Year.
For example, last year's 1992 cannot be regarded as a big game year. Although there are many games launched, it really makes players feel satisfied, makes players feel that they are not satisfied enough after playing, and there are even a few games that are a little lost.
"The Sims" released by Wanhu is already the game with a relatively large influence in North America in that year.
Of course, influence and number of distributions are sometimes really not proportional.
Just like the one-ticket sports game in the electronic art world and Wanhu, although the sales volume is high, the topic is really not very large.
After all, as the "peripheral" of sports competitions, people are still concerned about the competition itself.
Even if a certain sports game has received particularly good reviews or a game has a lot of bad reviews, its sales fluctuations are not very obvious.
After all, not every player is as familiar with electronic games.
Most players have no more than five years of game time in their lives, and the games they play in these five years generally do not exceed ten.
what does that mean?
It means that they buy games like ordinary people go to supermarkets to buy groceries. When the quality is similar, they often prefer to buy which one is cheaper.
As for whether this game is fun or not, they don’t know if they lack comparison.
Just like before the Atari collapsed, most players really didn't know that they were playing inferior garbage games.
Because for this part of the players, the first game they came into contact with was Atari's game, and they have always played Atari's game.
Without comparison with other games, they naturally think that video games are like this.
Atari's games are not fun, but in their eyes it means that electronic games are not fun.
If it weren't for the distant Japan, a group of companies had developed more types of video games by devouring Atari's legacy.
If Japan is not a relatively independent market, but is just a vassal of the US market like Canada.
Perhaps Japan will not have been like a monster cage, giving birth to countless amazing electronic game companies and a world-class gaming platform - Hongbai Machine.
The monsters that ran out of the monster cage would naturally destroy the weak foreign opponents.
After Atari collapsed, the computer games born could not compete with the console platform electronic games from Japan.
Therefore, the United States and even the entire Western world began to face the shame of Japanese electronic game companies on video games.
However, with the gradual shrinkage of Japan's local market, the strength of Japanese electronic game manufacturers has declined. With a large number of local game makers in the West, they have learned the advanced experience of making games in Japan.
Western countries led by the United States actually completed a counterattack on computer games.
Last year's The Sims were a landmark turning point.
You should know that computer games and electronic games on home console platforms are both electronic games, but the difference is not a little bit.
For example, one of the major elements of the popularity of "The Sims" is the MOD that can be exchanged offline.
This kind of thing will never appear on the home console platform, because the home console platform is a relatively closed platform.
It is precisely because of this that the authenticity of the game is ensured.
If the game console can also be changed at will, it means that the console is already in decline.
It is precisely because the disadvantages outweigh the benefits that such player-made MODs will never appear on console platforms.
Later, Wanhu transplanted "The Sims" on Sega's hosting platform.
Although many of the officially adopted folk MODs have been added and the playability can be said to be pretty good, compared with the personal computer version of "The Sims", it lacks the possibility of subsequent expansion.
Unless Wanhu wants to convert some excellent MOD into DLC data expansion packages to sell, the host player can maintain the continuous experience of the game "The Sims".
In another world, the Sims produced companies do this.
In addition to a game body, there are even hundreds of game expansion packs released.
This is a very exaggerated view of the long purchase list in the digital age.
In an era where the internet speed is still very slow and mainly relies on offline sales of electronic games.
I'm afraid it's not a game called The Sims, but it can fill a wall of shelves.
Xiao Ai, who has not been making new games recently, is working hard on this.
As an electronic game, the Sims actually have not much content. However, it is based on this unique skill of sequeling life.
Compared with other games where there are only about fifty hours, the average game duration of the Sims, after sampling by game media, is said to have reached about 200 hours per person per person.
Two hundred hours!
This is two hundred hours!
There are many players who love this game and are addicted to this game. The Sims are nicknamed the Time Murderer.
The same name as "Sidmer's Civilization" produced by another American-based company.
These two games are games that make people unable to control themselves and cannot help but play them down.
Even when players spend all night day after day, they look back and find that they don’t seem to remember what they did.
They all have a question, where has the time gone?
The popularity of these two games naturally attracted the attention of Japanese game manufacturers.
Unfortunately, although they pay attention, they have specialized in their profession. Although they have studied and understood why these two games can always be attractive to people, they cannot do it themselves.
Just like the company Konami, the impression that this company likes to make military and science fiction games.
Of course, these game types also include subdivisions such as platform actions, secret infiltration, etc.
If they launch a girl-growing game one day, it can only be said that something is wrong with this world.
Such stereotypes are also something that thousands of households want to avoid.
Therefore, Wanhu divided its internal game production departments into production groups after production.
In this way, it is like a game manufacturer under Wanhu.
When you see which studio it produces it, the type of this game should be, and it should not make people fail.
Of course, in a sense, this is just formalism.
In fact, within Wanhu, who is the relevant departments of Wanhu making games, who doesn’t have a few signs?
Chapter completed!