Chapter 071: Electronic Opium
In June, the weather gets hotter. Masayoshi Kishimoto sat on a flight from Tokyo to Seoul. He originally planned to go to Seoul in April, but unexpectedly, all kinds of things made his itinerary change again and again.
So, in the absence of skills, he arranged for Miyazaki Ryui and Takahashi Shunaka to go to Seoul to establish an office first.
Masayoshi Kishimoto leaned back in the window seat and looked sideways at the blue sky and white clouds outside the cabin. In the sunlight, a little reflection of his face is also revealed on the glass of the cabin windows.
Kobayashi Kiyoshi really didn't let himself down. The other party is indeed a rare talent, and the business team has made significant improvements in just two months in his hands.
The logistics and administrative team of Ota Asuka also shouldered its due responsibility. All the daily life within the company is arranged by her in an orderly manner, which can completely save her worry and effort.
Masayoshi Kishimoto's mood suddenly became a little complicated. Although they control half of South Korea's online game industry, part of their main market is in China.
In fact, it is not that there are no people who have foresight and a sense of forward-looking, but that they are born at the wrong time.
Whether it's a console game, an online game, or any other video game, it's all called a video game in China.
In the traditional consciousness of parents, a good child should study well and should not play video games. Kids who play video games are bad kids. If you play video games, your grades will deteriorate.
However, children will always go behind their parents' backs and secretly play with pocket money. These electronic opiums are all things that RB people have come to harm Chinese teenagers. In particular, elementary school teachers will also talk about a so-called "history".
RB people say that in the past, it was your Chinese ancestors who defeated us in the war, and now we will use video games to trap their descendants and defeat them.
When he was an elementary school student before Kishimoto's rebirth, he really believed the nonsense that the teacher told in class. Today, in his opinion, video games are just a popular form of entertainment.
It's like some people like to read, some people like to drink tea, some people like to drink, and so on. As for those who are addicted to it, it's a problem of poor self-control, not a video game.
What's more, the first market occupied by RB people to make video games should also be in their own country. According to the logical thinking of electronic opium of Chinese elementary school teachers at this time, and did not become RB people who do not play video games, especially for foreigners, especially Chinese?
In fact, the RB people were even crazier than the Chinese at this time. This console game, computer stand-alone game, etc., can be said to be something that most families in RB have.
The general public perception of video games as electronic opium in Chinese society has led relevant policymakers to consider this aspect as well.
In China, the development of online games will be subject to various censorship, constraints and resistance from various policies. The situation has changed for the better, and the situation has changed in 2002 with the 863 plan.
The Chinese government has invested 5 million yuan to test the waters, with 2 million yuan for one project and 3 million yuan for the Institute of Automation of the Chinese Academy of Sciences.
In the second year, it increased support and investment, resulting in the biggest beneficiary being the Xishanju Game R&D Studio under Kingsoft. Domestic games such as "Swordsman Romance 2" were developed and brought to the market based on this.
At the same time, Kingsoft also independently developed the 863 game engine. Of course, this is not the same as the famous Unreal series of engines.
After 2002, there have been policies such as identity verification, name authentication, registration of game accounts, restrictions on game time for minors, etc.
In fact, it's nothing. Even elementary school students in the lower grades know that they can steal their parents' ID cards or find any one on the Internet.
Even more than 20 years later, the environment for online gaming in China is still constrained by censorship and other factors. Games developed by Internet companies such as Penguin and NetEase are also on the list of non-reviewers.
In Kishimoto's view, this is the ass deciding the head. The decision-makers involved in this area don't play games or don't play games much, so they ......
Perhaps, when one day the people who actually play the game become the relevant decision-makers, they will be able to truly usher in the spring of the game industry.
On the contrary, the South Korean government has given various relaxations and support to the online game industry, which in turn has led to the emergence of Korean online game industry companies.
They seized the best historical opportunity for the development of online games, and the period was to catch up, from the initial three-legged situation of South Korea, RB, Europe and the United States to gradually become a two-pronged situation in which only South Korea and Europe and the United States competed in the online game industry.
Kishimoto is well aware that it has become difficult for Chinese online gamemakers to catch up. As a result, after the popularity of "Legend of Blood" in the Chinese market, various Internet companies rushed to target Korean online games.
Some Korean online games have not yet been completed as a finished product, and in the semi-finished stage, they will be taken to the Chinese market by Koreans to peddle and find an agency.
At the low ebb of domestic online games, even the slogan of "Swordsman Love 2" was to support domestic online games. It can be seen that at that time, in order to get the agency, Chinese Internet companies even did not hesitate to offer one after another sky-high prices to get Korean online games.
Among them, Shanda Network paid a total of $50 million in order to obtain the agency rights of "Aion" from NCsoft Online Games.
This is in 2008, and the average monthly salary of Modu people was only 3,293 yuan. In fact, the real income of the general public is at least half of the average salary, which is 1,600 yuan per month.
This is true of even the most economically advanced first-tier cities in China, not to mention the second-, third-, fourth-, and fifth-tier cities, as they are jokingly called.
In order to promote this "Aion" won with sky-high agency fees, Shanda Network also spent 5 million yuan to brighten up the words "Aion" on the Bund Jin Mao Tower. In that year, it also won the Best Advertising Creative Award in China.
Aion is a good game, yes. It's just that "Aion" and "Lineage" encountered the same problem when they first entered the Chinese market, and the fault was that the personal computer configuration in China at that time was generally low and difficult to run.
Even if it is an assembly machine, the price is generally three or four thousand yuan. The price of the brand machine is nothing more than about 5,000 yuan. Even so, not every family can afford it.
Even if you force Aion to run, it's the most simplified version, just playable. Once there is a large-scale offensive and defensive battle in the game, it is a picture that is stuck and does not move.
For this reason, Shanda Network had to make compromises in the face of the actual situation and simplified the client. The final result is the proliferation of plug-ins.
Kishimoto is most aware that even in 2019, China still suffers from the same problem, the low configuration of personal computers.
If you want to play a mainstream large-scale online game with full special effects, excellent graphics, and smooth play, a computer with more than 20,000 yuan is the standard.