Chapter 119 Anime Websites and IPs

The so-called parent company of Felix Company is just a vest registered by Lin Qi overseas, and it is not very difficult to transfer the equity of the vest company to Lin Qi. Pen × fun × Pavilion www. biquge。 With Lin Qi transferring the equity from an overseas shell company to a natural person through a law firm, such a company with a "foreign capital" background has become purely domestic capital again.

In the next period of time, Felix will also launch a new content platform - Felix Animation.

Domestic animation websites, station A, station B and other major video websites, basically rely on the purchase of animation copyrights, especially the copyrights of Japanese animation. After all, in the field of animation, Japan is currently in the state of "industry pill", but even if this "pill" is going downhill, its production capacity of 2D animation is still the first in the world.

As for the benchmark for 3D animation, companies such as Disney and DreamWorks in the United States are the United States. Because 3D animation is still not mature in technology, although China is making efforts to engage in 3D animation, it tries to use 3D animation to overtake in corners and skip the process of 2D animation directly. Shoddy 3D animation can be done by just using an engine to develop a 3D game. However, the cost and technical content of the relatively natural 3D animation that is truly expressed is far more than that of 2D animation.

Felix Animation is going to engage in 2D animation, not blindly go for 3D animation.

"Original animation is the future of the domestic animation industry! Because, even if the animation itself is not profitable and the market potential is limited, the derivative IP of animation has huge market potential. What's the use of buying someone else's animation license to play it, even if the click-through rate is high? IP is someone else's, and it's always a wedding dress for someone else. Click-through rate and eyeball effect are not the key, the key is the core value and interests behind the eyeball effect, which is in your own hands from time to time. Lin Qi said, "Felix is on an animation website, not to engage in content reprinting and transportation, and not to engage in large-scale animation websites with rich content. It's about being original and making an IP like "fate" that has been popular for nearly 20 years and has endured!"

The strong competitiveness of the cultural industries in the United States and Japan is not only reflected in the production ability. Moreover, there are also those big IPs that have almost formed contemporary cultural classics and can be popular for decades.

For example, TYPE-MOON's early "Tsukihime" and "Empty Realm" are only niche works, but their worldview is unified. In "Fate/stay night", the world of the moon began to enter the peak again, and its world view is also in the same vein as its predecessor.

When the popularity of "FATE" has already ebbed, it has once again created a fan classic like "Fate/Zero", which has pushed the popularity of "FATE" and the world of the moon to new heights again.

As for "Fate/Grand Order" in the era of mobile games, the money-making benefits have hit a level unimaginable in the past.

Looking at the business logic behind the Moon Club, it is nothing more than to create a world view and setting that can attract fans, and operate this IP for a long time!

As for whether there is such an IP in China? Of course there is!

For example, the IP of Jin Yong's martial arts is also very similar to the success of the IP of the Moon Society. The entire 14 martial arts of Jin Yong have the same world view and echo before and after. In addition, there are a large number of historical backgrounds and characters in the novel, which further makes his works full of charm.

The biggest advantage of this kind of IP with independent property rights is that you can not care about the success or failure of one or two works. Rather, it is based on IP management. As long as the core IP can endure for a long time, sooner or later it will produce amazing benefits. Because, the IP is its own, of course, you can consider long-term interests, rather than making quick money for quick success.

"With an original work like 'Otaku Always Crossed', you can make your own animation. Animation must be sincere, even if it loses, it will be regarded as advertising for the game. Lin Qi said with a smile, "In addition, there are still very few original animation websites in China." We don't compare the number and masterpieces with other anime sites, but with the original. ”

"No problem!" Yun Xianke nodded and said, "With a fund of 10 million, if you do 13 episodes and one season of animation, the budget is not low, and it is absolutely no problem to polish the boutique for the purpose of winning word of mouth." ”

In fact, not to mention domestic anime, even Japanese anime, most of which are also loss-making. However, the reason why the animation industry is attractive is that boutique animation is not to consume IP, but to create IP, or to give more fans to the original IP circle.

After focusing on more popularity and core fans, according to the different nature of its IP, targeted development of profitable products.

The simplest thing is to adapt the anime into a game, and more specifically, to adapt it into a mobile game. The current mobile game market has long since caught up and become the main battlefield of the game industry. A considerable number of mobile games, making money, have long broken the sales record set by console games or PC online games.

Just like at the beginning, the annual market share of "Warcraft" and "LOL" could reach more than 1 billion US dollars, and they have already dominated the global game market. However, the king of money in the mobile game era has already broken through the threshold of annual revenue of 5 billion yuan, and is directly soaring in the direction of an annual revenue of 10 billion US dollars for a mobile game.

This is so because mobile phone users far outnumber PC users in the past. At the peak of the PC, there were 1 billion computers connected to the Internet in the world. However, in the era of smart phones, the number of mobile phones that can access the Internet has reached 4 billion.

Moreover, the vast majority of users in the PC era, at most, less than half of the users, have made electronic payments on the Internet, that is, the user scale is 500 million. In the era of touchscreen mobile phones, at least 2 billion people have used mobile phones to make electronic payments.

The explosive growth of payment channels has resulted in a variety of products in the smartphone field, including e-commerce shopping, novels, videos, and games, and the market size in any field is far stronger than in the original PC era.

It is precisely because of the high profits of mobile games that the mobile game products listed every year are dozens of times more than in the era of online games, and the market competition has become more fierce. It's more difficult for a new game to want but be discovered by players. Therefore, in the era of mobile games, unprecedented attention has been paid to various IP and channel marketing. Many mobile games have made a lot of money, but in the end, they still contributed most of the turnover to platforms and marketing companies, and the net profit they really got was very little.

Felix is not prepared to give most of its profits to the major channels in exchange for strong promotion support from the channels.

Therefore, it is not a good way to engage in original animation to increase the popularity of game IP.