863. Mobile Games

At this annual meeting, Yuanfang Group really made a big deal.

The previous plan was overturned again and again, last year, the development of Yuanfang Group was faster, reached a higher level, in order to express the commemorative significance, Zhou Fangyuan as the chairman, specially approved funds to expand the scale of the annual meeting.

Up to now, just inviting stars from all walks of life has thrown out more than 100 million yuan, not to mention the stage layout, as well as various annual meeting awards, etc., internal estimates that this annual meeting, Yuanfang Group will spend at least more than 300 million. You know, now in China, there are not many companies with annual income of more than 300 million, and there are not many companies with total assets of more than 300 million.

Speaking of which, Uncle Long's movie week is a bit of a glossy meaning. If you really want to compare the popularity, the annual meeting of the Yuanfang Group has indeed surpassed Uncle Long's movie week. This is Dekui has Uncle Long, otherwise it is possible that the movie week will be directly suppressed and no one will watch it.

Spending so much money, of course, is not because Zhou Fangyuan is stupid, let alone because there is no place to spend too much money. It is a kind of statement, a statement inside and outside the group, and externally, it shows how atmospheric the group is, so that those talents who are willing to go further can come to the distant group to apply. Internally, of course, it is to stabilize people's hearts, in fact, after the interruption of 05 years, Zhou Fangyuan noticed that some bad signs began to appear within the group. It's not a sign of a crime, it's not that serious. The so-called signs, to put it bluntly, are actually people who have already thought of changing jobs.

This is not a good thing, which shows that the group is no longer attractive to some people, of course, one or two people Zhou Fangyuan does not care. But the question now is, why did the group lose its appeal to them, was it because they weren't paid enough, or was it some other reason, what if this phenomenon expanded, what if more people resigned? These are all things that must be guarded against.

He also took advantage of this annual meeting to give some confidence to the employees in the group, as for those who are indeed not interested in the group and want to leave, Zhou Fangyuan will certainly not stop them.

The annual meeting is about to start, and Zhou Fangyuan's car is slowly driving on the streets of Beitong City.

Sitting across from him was his work assistant, an ordinary-looking girl.

This document in hand.

"Dong Chou, this is the recent progress of game development. ”

What she brought up was the development progress of the mobile game.

Now that Yuanfang Group has occupied the vanguard of mobile phones, it is natural that it cannot let go of the gold-absorbing machine of mobile games.

Mobile games, also known as mobile games, as the name suggests, refer to game software that runs on mobile phones. The most used program for writing mobile phones is Java, followed by C. With the development of science and technology, there are more and more functions in mobile phones, which are becoming more and more powerful, and games are naturally becoming more and more abundant.

In the early days, mobile games were single-player games that could only be played on one's own mobile phone, such as Snake, Tetris, etc., and with the advent of smartphones, mobile games began to shift to networked games, with casual play, competition and social functions.

Anyone with a discerning eye can see that mobile games will be the next high-speed economic growth point.

The reason is simple.

Because in the near future, there will be more than 1 billion mobile phones in use worldwide, and this number is increasing every day. In every developed country except the United States, there are more mobile phone users than computer users. The potential market for mobile games is larger than any other platform, such as PlayStation and GameBoy. The biggest advantage of mobile games over computer games is their portability and mobility: in the era of console games, one of the reasons why GameBoy is so popular is portability - people can immerse themselves in their favorite games anytime, anywhere, and can also snap up their favorite equipment or pets anytime, anywhere.

Compared to a gaming console or PC, the mobile phone may not be an ideal gaming device, but after all, people always carry it with them at all times, so mobile games are likely to be the first choice for people to spend time. The portability and mobility of mobile phones can better meet the needs of users to play games anytime and anywhere, and users use the time of queuing and waiting for the bus to play, and the fragmentation of mobile games is highlighted. According to the survey, 29.8% of users have reduced their time playing games on the computer after playing games on their mobile phones, and mobile games have begun to grab time from computer games. With 22.4% of users spending more and more time playing on mobile phones, and only 10% of users spending less time, mobile games have gradually become a common form of entertainment.

In addition, because mobile phones are network devices, multiplayer online games can be achieved under certain limitations. With the development of mobile networks, mobile games are becoming more and more accepted, which has caused a lot of impact on the handheld consoles that have dominated the market for a long time. According to a report by market research firm IDC and App Annie, in the first quarter of 2013, the revenue of iOS and Android games was three times that of handhelds.

Of course, even in the period before Zhou Fangyuan's rebirth, there were still many problems with mobile games.

The market potential of mobile games is large, and the investment is small, which has attracted many market entrants, but the survival of small and medium-sized SPs in the fierce competition is the main issue that needs to be considered.

Developers, game applications and service providers do not pay attention to marketing and promotion, and ignore the importance of user experience and habit cultivation for game products. It is believed that "the aroma of wine is not afraid of deep alleys", as long as the game is fun, there will be a market.

The market is highly competitive, and this competition involves both domestic and foreign game developers. At that time, there will be some companies that actively introduce successful and mature game products from abroad, which is beneficial to quickly improve the quality of domestic mobile game products, attract users to use, increase the number of users, etc., but at the same time make the domestic mobile game market more competitive. Famous foreign mobile game developers, such as EA, GameMobile, Gameloft, Rovio, etc., everyone knows how big the gap is.

At present, the investment and cost of developing mobile game products are relatively small, and there are more SPs entering this market. However, due to the influence of technology, cost input and other factors, most SPs lack product design from game scheme process design to task design, and the game quality is rough, and the effort on product quality is relatively small. The life cycle of mobile game products is usually about 3 months, so how to understand user needs and develop products that are popular with users is very important, but at the same time, how to maintain the stickiness of game products and continue to retain users has become a more urgent problem.

And with the increase of game manufacturers, the number of games is increasing, but more and more game manufacturers are not bringing new ideas and features to mobile games, and a large number of "multiple" games are flooding the mobile game market. Many of the games are RPGs with different story settings. If you remove the different backgrounds and different graphics and characters, the rest of the game is almost completely indistinguishable.

Therefore, mobile games are both opportunities and big pits, but fortunately, Zhou Fangyuan is reborn, and he will not fall into the pit casually.

Even if it's a mobile game, he knows a lot more than the average person.

There are too many famous mobile games in the previous life, Sword and Fairy Legend Phantom Glass Mirror, Legend of Gods and Ghosts, Endless Expedition, Who is the Big Hero, Four Cute Catches, Devouring Heaven and Earth Touch, Traces of Immortals, My Name is MT, Immortal War, A Generation of Grandmasters, Ten Years of a Sword, Niang Jiang World, Find Your Sister, Dota Legend, Let Go of the Three Kingdoms, etc. In addition, there are Impact V-stars, Angry Birds, Plants vs. Zombies, etc., which are all classic and serious classics.

In addition, he also proposed several games that were very popular in the original time and space, and handed them over to the Russians below to develop, and one of them he cared more about was the famous tribal war in later generations.

That's right, it's the classic management game, developed by Finland's Supercell Oy. Supercell Oy is no small game, a Finnish-based game studio founded in 2010 by Ilkka Paananen and five other co-founders. In November 2012, the company surpassed EA to become the App Store's most-grossing game publisher with just two games: Hay Day and Clash Of Clans. Among them, Clash of Clans has occupied the top three positions in the App Store's game revenue chart for more than half a year.

With just two mobile games, the company's revenue grew rapidly from $700,000 a month to $2.5 million a day, setting a precedent for a mobile game developer.

It's pretty impressive.

Of course, Supercell Oy wasn't that great to begin with.

Supercell was originally intended to develop a web social game, and with a $12 million fundraising, the company released Gunshine, a web and Facebook MMORPG game in 2011.

However, because it was released at the end of Facebook's rapid growth period, Gunshine didn't get enough attention from players and was hastily shut down 18 months after its release. "We learned a lot from this lesson," Pannanen said. "Most importantly, we learned how hard it is to create a free-to-play game that is well-received with high engagement and retention. Gunshine is certainly not such a game, but luckily, we've done some decent games since then."

"We started falling in love with the iPad platform in 2011," says Pananenen, "and we felt that the technology of the device was very good, from the processing power to the multi-touch UI to the screen size, combined with the mobility and convenience of the device, we thought it was a very good gaming platform." As a result, Supercell has placed all of its treasures on the iPad. Supercell's first tablet game was Battle Buddies, a strategy game across iOS and Android platforms. However, the game's release in Canada and Finland was not very successful. In fact, in addition to the failed Gunshine and Battle Buddies, Supercell canceled the release of two other games in 2012.

It wasn't until the advent of Cartoon Farm, which incorporated the concept of FarmVille and was optimized specifically for the iPad, which was an instant hit with players and stayed in the top 10 of the App Store's game revenue charts for a long time. Clash of Clans then became Supercell's most successful game, popular with many gamers in countries around the world, topping the App Store's revenue charts for more than half a year, and together with Hay Day, it brought the company $2.5 million in daily revenue.

Boom Island is a strategy tower defense game like COC, adhering to the lineage of Supercell's excellent production, good graphics and the introduction of elements such as "controllable" in the combat system and island exploration on a large map make this game a lot more playable. Clash of Clans: Clash Royale is the fourth game officially released by Supercell in March 2016, the game integrates CCG card battles, RTS tower defense and other competitive elements, and adds multiple troops, defense towers and building designs in the "Clash of Clans" game to the card collection.

It's not easy, sometimes players are very coaxing, but sometimes it's hard to talk, you can't predict the specific direction of the market, everyone is feeling the stones to cross the river.

Supercell Oy has been able to do it at the top for several years, which is almost at the Arabian Nights' level, but people have done it, and I have to say that the quality of the game itself is quite hard, and the gameplay is also interesting.

As far as Clash of Clans is concerned, the game tells the story of Goblins, Barbarians, Giants and other tribes, in order to compete for resources and land, to maintain the long-term development of the tribe, and constantly carry out countless battles, players can play the role of the tribal leader, from the village to build training camps, barracks, walls and other buildings, expand the strength of their tribe, to prevent the invasion of other tribes. At the same time, they can also invade other tribes, plunder more resources, and make their own tribes stronger. Players can build barracks from villages to expand the number of troops. Classes will die during the battle. Players can consume some resources such as Holy Water or Dark Heavy Oil to train and replenish their troops. Different classes require different resources to train, and the training takes different amounts.

Each class will have different attack preferences, damage types, attack targets, movement speed, space required, etc., and there are different levels of troops, players can build some laboratories from the village, and consume resources from holy water or dark heavy oil to upgrade the class level. The higher the level of the class, the stronger the combat ability of the class.

Players can also consume various materials from the spell factory in the village to craft various buff potion items, and different potions consume different materials or production time.

These are all details, and at the end of the day, the secret of success is free + in-app purchases, and strong enough game quality, which is the fundamental. Refreshing and cute painting style, appropriate game difficulty planning, in short, this game is the same as minecraft, toxic, addictive, such a good game, of course, Zhou Fangyuan can't miss it anyway. As for the original founder...... I can only say I'm sorry, anyway, several of them originally worked in a large company, and their income was good. And even if it's not, Zhou Fangyuan is not so kind, and he worries about their future life.

He gave the idea and game setting to Andy's team, and they immediately developed Qiulai, and now there is a prototype, and what the assistant handed over was the specific development progress of the game, as well as some screenshots, etc., Zhou Fangyuan sat in the car and quickly looked through it.