656. Warcraft is online
Before Warcraft was launched, various promotional activities were already in full swing.
In the field of games, Warcraft will be the core in the next few years, which Zhou Fangyuan has predetermined a long time ago.
World of Warcraft is indeed an epoch-making game, although many of its plot settings come from other classics, and many game settings can also be seen in previous games, but Warcraft is a masterpiece, and it also has its own characteristics, which is why it can push MMORPG games to a peak in one fell swoop. Although Warcraft has been in decline for more than ten years, the number of players is getting smaller and smaller, and young people don't like to play such games, its position in the history of world games is unshakable, and no one can erase the promotion of this game to the world game industry.
The specific promotion method, first of all, needless to say, the Internet is Zhou Fangyuan's base camp, and he will definitely not let it go. All kinds of websites, all kinds of pages, both inside and outside of various games, are constantly updated with all kinds of news. Even if he uses fatigue tactics and bombards with advertising, he will unswervingly continue.
In terms of ground pushing, street signs and bus stops in some major cities have advertisements for Warcraft, and there are advertorials of Warcraft in magazines and newspapers.
The Warcraft series has tens of millions of players around the world, and there are now one million paid accounts in China alone. Although many accounts just bought a skin, or bought a membership service, and even some accounts only spent five dollars and never spent or even logged in, it doesn't matter, these users who paid are actually potential World of Warcraft players.
Not only at home, but also abroad, Mike is also gritting his teeth and carrying out crazy promotion activities according to Zhou Fangyuan's standards, in the United States, in North America, in Europe, and in Asia...... As long as there is an Internet, there is a presence of Warcraft.
So, Warcraft became popular.
The game hasn't been launched yet, and the official website gets millions of visits every day.
Finally, on the day of May 20th, due to the time difference, North America was launched first, and before the news from abroad came, the domestic side followed closely behind.
The client has long been open for download,This data is not good to count,Because a large part of it is the data downloaded from the Internet café,So you still have to look at the login data。
To log in to the World of Warcraft account, you can use the Battle.net account directly, and there are two sets of accounts on Battle.net. They are dedicated Blizzard accounts and distant accounts, and of course, there are third parties such as Tencent and Digbao, etc., but most players still choose to register a distant account. Especially now, the popularity of blogs has begun to rise gradually, and several Internet companies under the Yuanfang Group have formed an Internet ecosystem, and one account can log in to all Yuanfang software and websites, so there are more people who register Yuanfang accounts.
But it doesn't matter if you have a distant account, a Blizzard account, or a third-party account, you can be a gamer as long as you log in.
Then, the moment the game was launched, there was a small number of 10,000 players pouring in.
At this moment, even the server couldn't bear it, mainly because the homeopathic data traffic was too large, and the server almost collapsed. Fortunately, the distant game side has already been prepared and has carried the first wave of instantaneous players.
Then, there's a steady stream of players entering the game.
It's Tuesday, May 20, 2003, not a day off, but because SARS is the worst place to go, many people are afraid to go out. Why don't you dare to go out? You can only watch TV and play on the computer, Warcraft was so well advertised before, and now it can naturally attract a large number of passers-by and players to enter it.
Ten minutes after the game was launched, the number of players exceeded the 100,000 mark.
In half an hour, the number of players exceeded the 200,000 mark.
In an hour, the number of players exceeded the 300,000 mark.
Within two hours of the game's launch, the number of players officially reached 500,000.
This is a rather terrifying number, the number of players in the original time and space was only 1.3 million at its peak, and that was still the era of ninety percent, after entering the Netyi era, the Warcraft national server has never reached that level. During the open beta period, although there were a lot of players, after all, because the game promotion work was not done properly, the number of players did not really explode. But in this life, Zhou Fangyuan worked hard to promote Warcraft, spent a lot of money and manpower, and forcibly promoted it. So much so that nowadays, as long as you play games, there is no one who doesn't know Warcraft. And as long as you know the name Warcraft, you will inevitably come in and take a look.
Not to mention that the first movie of Warcraft will be released in July, although there is no way to introduce it in China - Zhou Fangyuan tried it, but it was beaten back - but this is also a kind of publicity, there is Cameron in it, there are Xiao Lizi, this lineup, there are many hidden expectations for a long time. Now that the game of the same name is launched one step ahead of schedule, there are many people who have come to try it.
The number of players has only remained at 500,000 at the moment, and then it has started to decline gradually, which means that some players have tried, don't like it, and quit.
But someone leaves, naturally someone comes back in, a day after Warcraft went online, the gamers remained at about 300,000 and began to change, all 120 servers, none of the servers were almost 3,000 people, most of the servers were full, and only a few servers were not full.
Warcraft is done!
At least in the national server, it has surpassed the glory of ninety percent, just the first day of the open beta, and gamers are close to the state of full server. This is still a lot of people who haven't joined it, and I believe that the number of players will increase over time.
Abroad, Blizzard has won nearly one million players in North America in just one day, which is much higher than in China, but this is normal.
The number of simultaneous online players of Warcraft used to be as high as 12 million, which is a record-breaking number, of which the number of players in North America is undoubtedly the largest, then North America, and finally Asia, although Huaxia has the largest market, but now the development of Huaxia has just begun to accelerate, and the Internet has only started for a long time, and the number of overall netizens is not much, so it is normal for the number of players to not be as good as North America. It can only be said that Blizzard really didn't catch up with the best time, and in another ten years, after the domestic market completely broke out, but a game may have tens of millions of players, so the outbreak of Blizzard was actually a little earlier, and it failed to catch up with the real hot era of the domestic game market.
Zhou Fangyuan once read a post comparing the number of players in a certain alliance and Warcraft.
Zhou Fangyuan wanted to say that this comparison is meaningless.
The post used all kinds of data, saying how powerful a certain alliance is, how it has exploded the former boss Warcraft in terms of the number of players, and how it has broken one record after another.
For these two games, Zhou Fangyuan does not have a situation where whoever likes hates the other, he also plays in the alliance, and he doesn't play less, he is indeed a loyal fan of Warcraft, but there are occasional times when he doesn't want to play, at this time he will choose the alliance, it can be said that the two games are played in turn. I have to admit that the alliance model, although it was first born out of the Warcraft III player-made map Dota 1, has a lot of innovation and merit in itself.
Of course, that's not what I'm going to talk about here.
Let's talk about the number of players.
First and foremost, the size of the market is different.
In the original time and space, when Warcraft was just launched, the scale of the domestic market had not yet developed, and the number of all netizens was only a little over 100 million, even if one-tenth of the game users were killed, it was only 10 million. And when the alliance is launched? That is, in 11 years, the number of domestic netizens has exceeded the 500 million mark, and one-tenth of it is 50 million, which is five times that of 05. Even if it is calculated at such a ratio, it is natural for the alliance to explode Warcraft in terms of the number of players.
What's more, Warcraft has always been a paid game except during the open beta period, and the Alliance has been a free game from start to finish.
Domestic players used to have a concept that play = playthings are demoralized, although this concept has changed since then, but most people still don't like to spend money on games. This situation did not begin to change significantly until 10 years later, that is, after the new generation of young people grew up, the change in consumption concepts led to changes in the structure of the entire netizen class. This is also the reason why the later chicken online games obviously cost money, and even have to buy accelerators every month, and everyone is still willing to play.
Of course, other people's games are really good, but in the final analysis, it is caused by the difference in consumption concepts and the changes in mainstream consumer groups.
Returning to 05 years, the entire market is not good, and the concept of consumption is also outdated, Warcraft can have 12 million paying users in the world and 1.3 million paying users in China, which is already quite a remarkable thing.
What if you put the same pattern on the Alliance? How many players will be left? No one knows because it's something that hasn't happened. But what is certain is that the number of players has dived to a certain extent, and in the final analysis, there are many reasons why the alliance can complete the explosion of Warcraft on various data. First of all, the game itself is very good, secondly, the explosion of the domestic market, and thirdly, the free model of the game itself has allowed a large number of players with little spending power to enter the game. Their existence is of course very meaningful, although it cannot bring direct economic etiquette to the game company, but the existence of these players has increased the popularity and popularity of the game, so that more people who have not been exposed to the game have come into contact with the game, and then fall in love with the game.
Of course, the free model is also mixed, and some people say that because of the free model, many elementary school students have entered the game.
From the perspective of parents, they don't like their children to play games, and from the perspective of other players, they feel that primary school students can't play, which is a kind of pit.
Of course, in the later period, the word "elementary school students" has only referred to people who can't play games, and no longer refers to players of any special age, but in any case, the free model is easy to attract all kinds of people.
Put the two games together, Warcraft is equivalent to a locked room, and if you want to enter the door, you have to spend money to buy a key first, and many people don't want to buy a key, so they simply don't go in. And when the door of the alliance is opened, it is natural that any kind of person can enter, and when players enjoy the benefits of a large number of popular players, they naturally have to bear the risk of being pitted by the same fans who are not at a high level of the game, and there are pros and cons, which is true for both games.
The gossip is far away.
In short, Warcraft is completely popular, and the fact that hundreds of thousands of gamers log in a day after it was launched made the domestic media notice this game for the first time.
Before, Zhou Fangyuan took the initiative to find someone to spend money on publicity, and after the game was launched, he didn't have to worry about it, and the media who wanted to get more attention began to take the initiative to promote the game. They publicized and reported the popularity of this game, used all kinds of words, and said that this game is rare in the sky and on earth, Zhou Fangyuan dared to swear, he just gave a few of the media a little relief, most of the media he did not contact, people were completely free to promote him.
Of course, there is praise and scolding, some people think the game is good, and naturally some people think it is bad.
So as a person who came back from the future, would Zhou Fangyuan not pay attention to these things? He is not an idiot, and he will not leave this kind of obvious handle to the other party.
First of all, there is the problem of the game screen.
This should be divided into two parts.,The first part is whether the game screen is immoral.,Well, if it's a Nanxian game.,The batch led by games such as Sword Spirit.,It makes sense for you to say that.。 But if you want to apply such a black cauldron to Warcraft, it is not very reasonable. Zhou Fangyuan also admitted that 2.0 and 8.0 are two "immoral" versions, because they launched races such as Blood Elf, Draenei, Void Elf and Holy Light Draenei respectively, and the female characters of this race are indeed sexier. But that was later, which of the Warcraft races in the "ancient" period had anything to do with immorality? Humans? What about the aunt? Is there immorality?
Or a female orc? If anyone can find a female orc sexy, it is purely a matter of personal aesthetics, and most people will not find female orcs to be immoral.
This is probably the characteristic of all European and American games, they don't pay much attention to the "beauty" of the characters, they pay more attention to the plot and game depth, and it is Nanxian's game company that pays attention to the aesthetics.
The second part may be a matter of bloody violence. Hehe, this, Zhou Fangyuan also had a countermeasure, as early as when the distant game decided to introduce Warcraft, the game had been submitted to the relevant domestic departments for review, in the initial review, about the bones, broken limbs and other issues, the relevant departments did not mind, but Zhou Fangyuan took the initiative to propose, these things should be modified. The leaders of the relevant departments also praised Zhou Fangyuan and the distant game for being sensible, so what is presented at the beginning of the launch is the version after harmony, and the first time players come into contact with it is also what it looks like after harmony, and the state departments have passed it, can you say that he has any problems?
What the?
Affect your child's learning?
Causing people to become addicted to games?
Zhou Fangyuan had a countermeasure for a long time, and a week after Warcraft was launched, the anti-addiction system came out and slapped some media in the face.
。 m.