Chapter 85: Warcraft II

For game makers in North America, the promotion of the video game rating system in California is nothing short of an earthquake.

But for players, it's not that much to feel.

Players only feel that the newly purchased game has a rating mark on the packaging, but other than that, it doesn't seem to be any different than before.

Most players are calculating how much this game is and how much that game is.

Whether this game is fun or not, whether that game is fun or not.

At a time when stand-alone games were still the mainstream, the games on the online platform provided by Wanhu suddenly burst out with another majestic vitality.

Online battle games are different from previous video games.

If arcade games are intense, exciting, and multiplayer offline interactions, then home games are more and more inclined to enjoy games alone, and handheld games are even more so.

With the development of technology and the popularity of video game consoles, people actually spend less and less time together to play games.

People are no longer going to be ten people around a machine, and I'll play when you're done.

Not to mention one machine per person, there will almost be one in a family.

In such a situation, a large number of games with their own quality are not enough to support game sales, and they gradually begin to fall into loneliness.

TEC said that this is actually such a situation.

The gameplay of the "Hot Blood Series" is mainly reflected in the multiplayer game.

If you play the game of "Bloody Series" alone, in fact, the gameplay is greatly reduced.

No matter how funny the expressions of the characters in it are, no matter how much baggage there is, no one will share it, and there will naturally be no fun.

The "Hot Blood Series" itself is also made according to the multiplayer route.

With this approach, they were successful in many games at the time, but they went bankrupt due to the changing times.

With the massive popularity of the Internet in the United States in the past two years, the number of users of the 10,000-household online battle platform, which mainly focuses on real-time strategy games, can be described as a surge in the number of users with cheapening.

The developers of the games on the Wanhu online battle platform only found out at this time that the games they developed a year ago could still be sold stably. It can also continue to be reproduced and reissued without interruption.

This is completely different from making a game for up to three months and making negligible earnings after that.

Even, a game that costs only $1 million to develop, they end up with $10 million in revenue.

Although the video game industry has always been profitable, such a pure 10x rate of return was previously only achieved by a very small number of games.

Nowadays, this seems to be a very normal thing for the games on these online battle platforms.

This has made these manufacturers feel extremely excited, and their enthusiasm for developing real-time strategy games has greatly increased.

At the same time, new things such as Internet cafes and computer rooms have gradually appeared in the downstream.

You know, in the past, for the American people, playing games was not to play arcades, or to play players, or to play handhelds, but now it is possible to buy a computer specifically for playing games instead of office.

Of course, there is a manufacturer that also makes real-time strategy games, which is different from the one that relies on the online battle platform of 10,000 households.

It chose to publish its own games and build its own battle servers.

This company is Blizzard.

Within the North American video game industry, the evaluation of Blizzard is not very high.

Of course, it's not because of trivial things like overtime, the video game industry is such an ecological environment.

It's always a game that goes on to the next game when it's finished, without a little stop, always working overtime.

The reason why Blizzard has a little problem with the evaluation in the industry is because they like to eat alone too much.

They develop their own development, they distribute their own products, and they want to do anything to make money.

And for all the things that cost money, they try to avoid it.

For example, in Blizzard's latest game "Warcraft II", there is an incident that angers a board game production company in the United Kingdom.

In Warcraft II, Blizzard used a classic Greenskin image from the Warhammer series board game.

Blizzard has always been a company that is very good at learning from, whether it is the original game "The Lost Vikings" or the recent popular "Warcraft", it is based on the experience of predecessors, induction and summary, and finally produces better works.

And they want to add a new race to the game Warcraft II. Naturally, it's much easier to look for it from previous games than to create a new race out of thin air.

And Blizzard has many loyal fans of the "Warhammer series", so the beasts that appear in "Warcraft II" at the end are very similar to the greenskins in the "Warhammer series".

However, although it is very similar, Blizzard has not asked about licensing.

Because, the authorization has a term.

The Warcraft series looks to be selling well right now, and it's an evergreen.

In such a situation, in this series of games, isn't it digging your own grave to add a game image authorized by someone else's family?

One is to spend a lot of money to buy a license, and the other is what to do when the license expires?

Therefore, Blizzard, who likes the setting of the green skin, has started a new orc race with a high degree of similarity.

After Warcraft II joined this orc race, the gameplay was also very different from before.

Almost all real-time strategy games before Warcraft II had only one faction and one race.

In other words, the technology and classes of the two sides of the battle are like mirror images, yours is like this, and mine is still like this.

But Warcraft II innovatively adds asymmetrical classes and technologies.

In other words, the human race is the human race, and the beast race is the beast race. Each race has its own strengths and weaknesses, so that players can play against each other with a variety of games.

In the process of player battles, the fun of the game is also greatly guaranteed.

So, a very interesting thing happened.

The game "Warcraft II" is selling well.

At the same time, the parent company of the Warhammer series, which is far away in the United Kingdom, has begun to sue Blizzard for infringement of its classic characters in the Warhammer series.

Ask Blizzard to immediately remove "Warcraft II" from the shelves and apologize and compensate for the damage.