Chapter II: Superiority of the System
Wanhu has now begun to pay attention to the number of games released each year.
With the exception of classic game series that had to be withdrawn, and the necessary expansion of new games, there were some small-scale games that were left hidden by the snow, and those that were not hidden by the snow were not released too often.
However, it's strange to say that when Wanhu concentrated on making a few games, the sales of Wanhu Games, which were already considerable, have once again increased significantly.
As for why, there is a lot of speculation about this.
And for the top management of Wanhu, there is no secret.
It's just a more accurate judgment of the user's preferences.
Five years ago, no one thought that having a search engine would help making a game, and eight years ago no one thought that making a movie would be good for making a video game.
However, Wanhu now owns a majority stake in Wanhu Search, which has a dominant position in China and in Yueben, and Google, which has emerged in the United States for nearly two years.
Wanhu has mastered the entrance to information and knows what the majority of players want and like.
The optimization made in response to this has made the game sales of Wanhu to a higher level.
And like Electronic Arts, like Nintendo, they lack this model of big data investigation.
Electronic Arts doesn't have any ideas for video games, and it buys any company or studio that makes a blockbuster game other than the basics of sports games.
Nintendo, on the other hand, is relatively not so arrogant, but has a smaller workshop.
Nintendo's life has not been good recently, the once invincible Yamauchi Pu has officially resigned, and Satoshi Iwata has officially become the president of Nintendo.
Nintendo, a company, has been a Fortune 500 company until now, and even served as the first market value enterprise in the capital, but it still retains a strong small workshop style.
They don't do any user analysis, they don't over-fit the user's preferences.
They just collect creative points for the game from within the company.
And excellent games are basically led by a group of top producers with no more than ten people, such as Shigeru Miyamoto and Satoshi Iwata.
It may seem a bit earthy, but because the games they make are really interesting, Nintendo will almost never go bankrupt, although they occasionally fall into a trough.
Electronic Arts' model is to acquire studios that are already successful, and to treat the success of those studios as if they were the ones that they would have encountered if they had acquired them.
Of course, most successes have proven to be just luck.
Even, studios that were able to achieve results outside of Electronic Arts fell into a low ebb after being merged into Electronic Arts.
Nintendo's approach is to do trial and error in-house before the game goes on sale. It is said that out of Nintendo's 1,000 ideas, only one can be turned into a game that players can play.
They used such high-cost in-house trial and error, as well as the experience of established producers, to maintain the game's sales.
This is not the case with 10,000 households.
Wanhu is even more rude.
Through search engines, we analyze the preferences of players through various sales data.
Then, the player's preferences are abstracted into a very basic element, and then these elements are adapted to the current technical conditions, and finally a game that is suitable for most players.
Of course, always conducting data research and focusing entirely on data is actually tantamount to giving up on the exploration of new games.
Because players only know that they like to play such games when they have played such games, they will search for news related to this game.
It's like no one has ever seen a ghost, so it's impossible to describe it.
Players can only compare and imagine the types of games they have not played and the types of games they have not seen.
And practitioners, although they will not imagine something that does not exist at all.
But practitioners have an advantage, an inevitable advantage for ordinary players, which is to be well-informed.
You must know that the most core players may have played all the games that have been released on the market.
But!
It's not possible for them to play too many games that are eliminated internally.
Well-informed practitioners will have more ideas, and they will naturally be able to have new and novel ideas, and the games they produce may set off a new round of trends.
Therefore, when Wanhu is engaged in large-scale production, it will also engage in some small and medium-sized investment-scale exploratory games.
Once the discovery game is confirmed to be a big seller and has a wide audience, it will increase investment and make the next series of works, or games of the same genre, into masterpieces.
This kind of mobility is not something that every game production company can achieve. Therefore, this is also the advantage of Wanhu.
Across the industry, all businesses look similar. But in fact, everyone's living conditions can be described as very different.
Have you ever seen a first-class game company with sales of more than one million people, including sales, front desk, and even cleaning staff, with no more than 100 people?
Unfortunately, Enix, the production company of "Dragon Quest", is such a company.
Prior to the merger with Square Enix, Enix had always had very few people. And the game they made themselves is only "Dragon Quest".
And all the other games are basically games that Enix gets from the contestants by holding game tournaments, almost empty gloves and white wolves.
And some small game companies are also very happy to go to Enix to publish their own games.
Because at that time, the role-playing game was in full swing, and Enix was the development company of the national role-playing game "Dragon Quest".
Once the game is released by Enix, it means that the game is favored by Enix.
Even if the game quality is the same, it can sell 200,000 units.
And that's how Enix maintains a lean staff and launches games steadily.
Until the cold winter of the industry came, it merged with another role-playing game manufacturer, Square Enix.
Everyone in the industry seems to be similar, but in fact everyone is much different.
Some companies may have made video games very early, such as Taidong, but because of the company's own organizational structure, it is impossible to become Nintendo, nor can it become Sony.
And Wanhu has been able to develop to the current state, and it is not simply relying on games such as "Tower of Magic", "Bubble Dragon", "Endless Fantasy" and so on.
What depends on the superiority of the system is more important.