Chapter 14: The Bubble Hall
Since this is a game with online battles as the main selling point, and this game is not story-based, it also has a lot of elements that can be reused.
So, this game is a small game.
And this small-scale game, of course, is very fast to make.
A month into production, and after another month of fine revisions, the game is ready for small-scale testing.
The test is mainly a stress test of the server.
After all, after the launch of the last "Wind Country", because there were far more players than expected, the servers of "Wind Country" were down on a large scale, and even needed to be rolled back to solve the problem.
This has caused a lot of damage to the players, and for the company itself, it has also lost a lot of players.
In order not to cause the tragedy of the last time, this time we have to conduct a stress test first.
Before testing it, though, the game had to have a name.
In order to avoid copyright issues in the future international market, it is unlikely that the game will be called under any similar name related to Bomberman.
In the end, Kanchem and the decision-makers in South Korea agreed that the essence of this game is water bubbles, and the whole game is in a fixed map, so it is called "Bubble Hall".
It is not difficult to promote games in South Korea, because the population who play games is basically concentrated in big cities, and the main venues for playing games are Internet cafes.
Therefore, as long as you advertise to Internet cafes, you can quickly and accurately find the player group.
Less than three days after the poster for the closed beta of "Bubble Hall" was posted, the 5,000 people in the closed beta were full, and more than 2,000 people were online at the same time.
More than 2,000 people open more than 800 games at the same time to compete, which really has high requirements for the processing power of the server.
You know, if you want to achieve Internet battles, you need to solve a network problem.
For example, the solution of the 10,000-household battle platform in the United States is not to use yourself as a host and let players on both sides access the server to play games.
Instead, it provides a channel, and then uses a player's computer as a host, consuming the computer's resources to achieve the effect of being online.
However, the consequence of this is that things like cheating are not easy to supervise, and in the complex network situation of Internet cafes, the problems of computer blackover, lag and packet loss are not solved by Lexian company's technology.
This kind of lag is due to the fact that although the download speed of Internet cafes in South Korea is not slow, the upload speed is limited.
If you play a multiplayer match and choose a player as the host, the player's host will not only download a large amount of data, but also upload many packages containing all the actions of the global opponent.
If the uplink bandwidth is insufficient, the channel will be blocked, and packet loss and delay will occur.
And if you use Leline's own server, each player only needs to download all the players' actions and upload their own actions, and it's completely fine.
In this way, the problem of insufficient uplink bandwidth can be avoided.
Leline didn't expect that a well-known game producer in the United States would really be so easy to use, knowing that in the closed beta stage, more than 2,000 people online is already terrifying.
I don't know if anyone remembers the "Audition Troupe" that was once popular in China.
When the game was operated in South Korea, at its peak, there were only about 800 people online at the same time.
Don't look at the more than 800 online people, it's pitiful, but this number of people online can already maintain the maintenance and operation of an online game.
This is also why some players are wondering, why there are many games that are still operating, even though there are many games that are no longer played.
That's because there are still players playing this game in places that you don't see.
As long as the revenue can cover the cost, the general online game will continue to operate.
Seeing the popularity of the game, Lexian started the second test after expanding several sets of servers.
And, at the time of the second test, the number of people who were 10,000 people online at the same time was terrifying.
Lexian Company aimed at this opportunity and took the opportunity to buy a large number of servers from the Deep Blue Giant, that is, the American International Business Machines Company, that is, IBM.
Although I feel that the server is expensive, it hurts, but according to the trend of "Bubble Hall", it can be earned back.
In a country like South Korea, where a game like StarCraft can gather a large number of female players.
"Bubble Hall" has a very cute painting style and is very friendly to female players, how can there be no girls playing?
And a large number of Korean boys began to play "Bubble Hall" because there were girls playing with them.
In fact, the survey also found that the existing players who log in to "Bubble Hall" do not play the game at all, but use the game's built-in friend system to chat.
A month after the official launch of Bubble Hall, the number of concurrent users of the game has stabilized at around 30,000.
At the same time, it ranks among the top three games in Korean Internet cafes.
The company began to charge on "Bubble Hall".
Fees are charged through various items and character unlocks.
Although it affects the balance of the game somewhat, the payout rate is really not low.
On the first day of opening payment, the revenue exceeded 10 million won, reaching the level of 100,000 yuan.
Although it doesn't look like much, if you can maintain such a two-level payment every day, it will be more than 30 million yuan in income a year, more than 2 million US dollars!
You know, South Korea is just a country with a population of more than 20 million, and South Korea's online games are just getting started.
A series of favorable data is naturally a carnival of the whole line company.
The company held a barbecue event, and although these employees who are already well-paid in South Korea, they still do not have easy access to meat on weekdays.
Therefore, in this barbecue event, you can see that this group of Koreans is like hungry wolves, scrambling for meat that is not even cooked on the barbecue plate.
Kanchem looked at the group of Koreans, drinking beer alone, he didn't like Korean food very much.
It's not that he can't get used to eating rice, it's that all the food has the same taste, and it's all idle.
He couldn't even understand why Koreans loved to eat pickled cabbage made with chili peppers so much.
Don't......
Was South Korea a country that was so poor that it could only eat cabbage?
And, this extreme lack of food has also led them to develop a food culture?
When Lexian Company celebrated, Wanhu Interactive Entertainment also received a message from the Korean branch, and the sales of "StarCraft" in South Korea exceeded one million!
That means one out of every twenty or thirty Koreans owns a StarCraft!
It's a miracle!
Nick told Takahashi about this uplifting phone call!