1027. Esports
Zhou Fangyuan finally got rid of a group of his subordinates.
Although he is the chairman of the group, the group has developed so far, although the following subsidiaries cannot be said to be independent, but they have already had a stable structure.
It would be an exaggeration to say that the chairman can casually force the heads below to do something. Everyone is for the good of their respective companies, and if the chairman's decision is correct, then no, everyone will respond obediently. Otherwise, there will certainly be objections.
If there is opposition, I am not afraid, I am afraid of the corpse vegetarian meal, and one by one I only know how to do nothing. As long as he is sincere in doing things, even if he raises objections, Zhou Fangyuan will accept them humbly. Of course, what he decides, he will still find a way to push it forward, unless it can't be pushed at all, he will definitely find a way to convince the other party.
Just like today's meeting, at the beginning, everyone did feel unacceptable to the idea put forward by Zhou Fangyuan, but Zhou Fangyuan worked very hard and seriously, and it took more than an hour to slowly convince everyone.
But it would be a pipe dream to say that everyone immediately agreed with what he said. In fact, more than half of executives are scrutinizing. They can not stop Zhou Fangyuan now, but they will keep an eye on Zhou Fangyuan, and once the plan shows signs of failure, they will immediately come forward to stop the plan from continuing and stop the loss in time.
"Xiaoyuan,I don't understand,Wasn't it good for you to make games before?Just continue to do it.,Mainly online games.,Supplemented by small stand-alone games.,How stable.,Why do you have to insist on making 3A masterpieces.。 ”
Later, when they chatted, Brother Xiao Ma felt incomprehensible about Zhou Fangyuan's thoughts.
In his opinion, as long as you can make money, it is enough. The game itself has only been around for a few decades, and he doesn't have to say anything emotional, which in his opinion is a bit too. In the final analysis, it's still a matter of making money, but since other games can make money, why do you have to insist on playing single-player games?
"If, I mean, if you're not interested in online games one day, maybe you can transfer to me all the relevant R&D teams and personnel of your remote games, I'm still interested in online games. ”
Brother Xiao Ma has said something like this to Zhou Fangyuan no less than ten times, but Zhou Fangyuan has never responded.
Not interested in online games?
How is that possible!
Zhou Fangyuan is actually interested in both online games and stand-alone games, and he also wants to do them.
3A is just one of them.
His real goal is to make Far Away Games the world's largest game company, the most complete category, the most well-made, and the most influential super game company.
To this end, he has not only continued to add bricks to online games, but now he has begun to strengthen single-player games, but this is not enough, there is still one step that must be taken - that is, to promote the development of the e-sports industry!
In fact, not long after he was reborn, he held the first WCG international e-sports competition with Brother Xiao Li at that time, and this competition has been going on until this year, for several years. During this period, there were many talented players, and there were also many classic scenes, which also played a great role in the release and promotion of the game.
But, that's not enough.
If it's just a game, it's not an industry.
The real e-sports industry must have professional institutions at the government level, a perfect club system, and most importantly, a promotion system layer after layer.
It's like playing football, playing from the lower leagues to the top leagues. There must be such a channel and such a system, so that it can be initially regarded as a complete industry.
To be honest, it's really not easy to do this, until Zhou Fangyuan was reborn, e-sports in China was only a little improved, and it was impossible to say how successful it was. The heat is quite hot, but it is just pure heat, and it has not really precipitated. Taking LOL as an example, the attention of the 100-city competition is obviously not enough, and it needs to be more hot, attract more people, and completely make it a serious event covering the whole people, so that the e-sports industry can be regarded as the initial results.
During the period of his rebirth, data from high-end game research and analysis showed that in 2023, the game market in China and its surroundings will exceed 400 billion, and the market size of the game business will exceed 140 billion. For China's late-started but explosive e-sports industry, it may maintain a high growth rate of more than 20% in the next few years. In the context of the rapid development of the global game industry, China's development speed will lead the game industry in the world, which is the most gratifying.
At that time, after several years of rapid development, the e-sports industry initially achieved mature operation, and finally formed a relatively complete industrial chain.
I have to say that e-sports is really difficult to be recognized by the mainstream, until Zhou Fangyuan was reborn, that is, 12 years later, it was all people in the circle who relied on a stream of enthusiasm to bear the pressure and beat down one game after another. Of course, the development and promotion of new media communication is more inevitable, such as live broadcasting.
With the development of the Internet, 5v5 competitive games like "LOL", "Honor of Kings" and "CS:GO" have gotten rid of the earliest LAN connections and become popular in the country, becoming evergreen in the gaming world, especially suitable for teamwork and competition. Coupled with the LPL league organized by Tengxun, the founding operator of "League of Legends", he has won the attention and popularity of many people in the melee of many teams in China.
However, what Zhou Fangyuan wanted to say was this, the situation that seemed to be very hot was actually rootless. Because video games face a very serious problem that few other sports encounter: every game cannot guarantee that it will be popular after many years, just as it is different from basketball, and as a result, basketball is still basketball for decades.
Playing esports is still not a good profession in mainstream society compared to the perception of a normal profession, and most people still don't understand the esports industry.
In those years, e-sports has finally formed a very large industrial chain, with its own popular culture, professional players have a particularly large fan base, and e-sports enthusiasts are even more fanatical than some domestic football and basketball clubs. For example, the voting activity of professional player UZI on Weibo night showed that the number of fans crushed other circles. The gaming industry has also given birth to its own pop culture. For example, even if you don't have professional training, you can keep players watching in the live room with interesting conversations and high-level games. Many popular words such as "cattle criticism", "white prostitution", and "just that," have even begun to influence the mainstream cultural network, and perhaps half of this year's Internet hot words have been created in the studio.
The popularity of e-sports, even the once sluggish Internet café industry has recovered its second spring, and many people like to call friends to sit together in Internet cafes.
But what's really going on?
It's hot enough, and many schools have come up with an "e-sports" major, and many students have signed up for this major.
But as long as the problems of the game are not solved one day, esports will always be in a state of unstable foundation.
After all, no game company or game can really last for a long time, if there is really a situation where the game company goes out of business and the game is closed, who should endorse the so-called e-sports?
But having said that, the specific situation is analyzed on a case-by-case basis, anyway, Zhou Fangyuan was reborn in 18 years, and he is not very clear about the situation behind him.
All he knew was that at the time of his rebirth, the esports profession was very popular. In fact, if players really like e-sports, they don't have to study "e-sports", they don't have to learn journalism, programming, architecture, art, art, exhibitions, film and television. All walks of life can contribute to the esports industry. The development of the gaming industry requires more facilities than professional gamers to maintain a good virtuous cycle for the entire industry.
At the same time, both the traditional sports and traditional entertainment industries were gradually exchanging blows with the e-sports industry at that time.
Sports and football giants Barcelona, Bayern, Schalke 04, Chelsea and others have invested in e-sports, and Manchester City and the King's Honor have interacted many times. Major e-sports competitions, in the study of traditional sports management and management.
In the entertainment industry, on the one hand, entertainment stars such as Dong Chou and JJ have participated in and invested in e-sports, and on the other hand, the e-sports industry is following the example of the entertainment industry, striving to "make stars" and "create stalks", and use the thinking of the entertainment industry to do marketing.
In the years of opposing prejudice, esports in my country really took a lot of detours, but they have grown up after all. With more and more professionals, the facilities are more complete and the industrial chain is more perfect...... One day, we'll really see: games can be just that crazy.
In the process of moving forward in the industry, talent refers to people who can produce content, not consumers of games, so Internet addicted teenagers should study hard or study hard, learn skills or learn skills, and can't take shortcuts.
If you just love to play games, study hard and don't dream.
In this life, because of Zhou Fangyuan's existence, because of the WCG held year after year, the scale is getting bigger and bigger.
Esports has actually begun to become one of the mainstream lifestyles of today's young people from a niche subculture in the past, and of course, a broad mass base is indispensable.
In the previous life, according to the statistics of Riot Games in the United States, the number of viewers of the "League of Legends" World Championship has surpassed the number of viewers of the NBA Finals for two consecutive years, and many young people are slowly turning their attention away from traditional events. The first "Honor of Kings" professional league KPL hosted by Tencent and hosted by VSPN set a record of more than 350 million viewers, with a peak of more than 8 million daily viewers.
Esports has gradually become the focus of mainstream people.
According to the 2016 China Game Industry Report, the domestic e-sports market exceeded 26.9 billion yuan in 2016.
According to Newzoo's data report, 53% of esports fans have stable jobs, and 30% of esports fans belong to the high-income group, and they are more willing to spend money on gaming equipment and peripheral products than traditional sports fans. How to capture users in this attractive market segment has become a new direction for major brand manufacturers.
In the face of fanatical global e-sports enthusiasts, various brand manufacturers have also begun to lay out the e-sports ecosystem.
The NBA is gearing up to host its own professional esports league in 2018. Gillette, a well-known shaver brand, sponsored the IEM 2017 Katowice World Championship last month. Energy drink brands are flocking to the market, with Gfuel, Red Bull, Monster Energy, Coca-Cola and its Sprite sponsoring IEM, LPL, Demacia Cup, Dreamhack and a number of esports clubs.
It is precisely because of the popularity of e-sports that it has attracted countless brand manufacturers to invest in it, and they do not hesitate to invest huge capital and manpower to cultivate top e-sports players, and even set up their own e-sports clubs, just to win more brand attention in the competition, so as to improve the commercial value of the brand hidden behind.
Not only the above Anxi brands, but even car brands are involved.
BMW appeared in the "Honor of Kings" professional league KPL hosted by VSPN as an officially designated product, which is also the second brand to reach a cooperation with KPL after Huawei Honor V8.
Similarly, fellow German car brand Audi has also announced its foray into esports, signing a sponsorship deal of around $750,000 with CS:GO club Astralis. Compared to the high-priced ads that cost millions of dollars a second during the Super Bowl, sponsoring esports events has a lower CPM and can reach a younger crowd, which is undoubtedly quite attractive to businesses.
Therefore, whether it is a veteran car, or a digital 3C, or a well-known brand such as Red Bull and Coca-Cola, they have all joined the e-sports industry, indicating that brand business owners have gradually realized the commercial value and opportunities of e-sports events.
With the development of the e-sports industry, e-sports has increasingly become a carrier for young people to achieve competitive spirit and self-identity in the new era. E-sports events need a standardized, professional, and market-oriented organizational form to provide a benign entrance for business owners. In the previous life, Tengxun, as the leader of the domestic e-sports industry, cooperated with experienced e-sports operators like VSPN to completely transform the Chinese e-sports event, and made the domestic e-sports industry develop healthier through the mainstream values conveyed by the "Honor of Kings" professional league KPL and the "Crossfire" professional league CFPL.
Then, since Teng Xun did it, he Zhou Fangyuan naturally did it too.
It's nothing more than spending money.
If there is money, there will be popularity, and there will be a market.
No matter how bad it is, it's okay to spend money on cultivating the market.
In the final analysis, the continuous maturity of the game market is the foundation of e-sports, and at the same time, national policies are the nutrients for the growth of e-sports. The future of distant games, on the one hand, is to establish its position in the game industry through various high-quality games, and at the same time urge the market to mature faster. On the other hand, it is to carry out high-level operation through Yuanfang Group, combined with the huge benefits brought by the game market itself, and promote the implementation and development of national policies in the game field as much as possible. Especially the second point, good businessmen, top businessmen, cannot sit back and wait for the state to issue policies. As long as it is a policy that is beneficial and helpful to the development of the country, the government sometimes can't think of it, or is still considering it for a while, the top businessmen should find a way to promote it, so as to make the whole market develop better.
And in this, the identity represented by the 3A masterpiece is particularly important, so this is also one of the most fundamental reasons why Zhou Fangyuan wants to make a masterpiece.