Chapter 64: "Simulating Ten Thousand Households"
In addition to products, the biggest gain of Wanhu in the production of Wanhu mobile phone series products is the entire supply chain.
That's right, a whole supply chain.
You must know that although Wanhu mobile phone seems to be just a small one, it is not Wanhu itself that can complete all the production from top to bottom.
To be on the safe side, two or more suppliers are required for each component.
On the one hand, this is to prevent whose factories from being unable to supply on a large scale except for problems, and the other reason is to prevent some manufacturers from taking advantage of the opportunity to hoard Juqi. Trying to use his own strength to extort excess profits from Kavanhu.
Wanhu will never allow such a thing to happen.
Because if it happens once, it happens again and again.
In this supply chain, Wanhu, as the last end consumer, must maintain the strongest and greatest bargaining power.
Why?
It's not that Wanhu is unkind, but that it can't contain human feelings.
The technical parameters of the component cannot be improvised, nor can the date of arrival of the component be improvised.
Everything collapsed on one string.
The person in charge of mass production monitoring even feels like he is on the verge of a collapse every day.
Of course, they won't collapse just yet.
Because, Wanhu already has a set of process management software to manage all this.
Although hundreds of businesses are involved, hundreds of thousands of people collaborate on a large scale.
But at the software level, it has become a very large enterprise.
All enterprises are equivalent to a part of the entire super-large enterprise.
Managing such a huge system on a daily basis, although it is assisted by software, can also be described as stimulating.
One day, Takahashi looked at the software in operation, and it suddenly occurred to him that he might be able to make a game based on this.
And this virtual enterprise program, for making games, even only needs to add more visualization modules.
Although it may seem that the whole game is constantly changing, people who don't play this type of game may not understand what makes this game fun at all.
However, as long as you play this game, you will become addicted to this game.
You know, one of the core fun of simulation management games is the challenge of development.
Of course, the vast majority of people, even those who are very fond of playing business simulation games, are not aware of this.
As for why they didn't realize it?
The reason is very simple, because they are all ordinary people.
Ordinary players don't need to understand the principles of game design and how the game is implemented.
All they need is to play.
It's like using a refrigerator, you don't need to know the principle of the refrigerator, you just need to know that the refrigerator can be refrigerated.
Of course, nothing can be extreme.
If it is extreme, it will evolve into a bar spirit.
In this harmonious society of deleveraging, I am afraid that the bar spirit will not be harmonized.
Just do it, and soon a game directly called "Ten Thousand Households Simulation" will be on the shelves of the mobile phone software store.
The interface of this software can be described as simple.
The price is not high, only 3,000 yen, about 15 dollars.
This unsightly game, because of Takahashi's name, sold quickly.
When many players played this game and played it, they began to become deeply addicted to this game.
Of course, if this game is a single-player game, you may get tired of playing it for a while.
But the most interesting thing is that it is a game that can be played online with multiplayer.
Different players can be combined to form a complete industrial chain.
Then each group of players, in the virtual market, compete in the price, function, durability and other aspects of their products.
That said, the game is, to a large extent, a simulation of the real thing.
Perhaps it is because of this reality that although the graphics are not good, the fun of the game is very high, and the stickiness of the players is also great.
Through such a small game, it proves the greatness and greatness of Wanhu.
This kind of effect, which is not boastful, but is better than boasting, is simply terrifying.
For such a high combination of software and hardware for 10,000 households, many people can't envy it at all.
Because they simply don't have the means to do it.
After all, in addition to Sony, there are only 10,000 households that make mobile phones and games.
In Sony's case, although Sony's technology is still acceptable, Sony's problem is that Sony can't make fun games.
Although Sony has been involved in video games for a few years, there are still almost no first-party games, and the entire market relies on third parties.
And the third-party thing seems to be very reliable, but in fact, they are all unreliable guys.
Why?
Because the interests of third parties are not unified with the interests of platform providers.
Platform providers may think that it is a good thing that their platform has grown and become a unique platform.
However, for those who have experienced the Nintendo era, they don't want another manufacturer similar to Nintendo.
Therefore, they like to play balance.
is like Action Tianzun, Capcom, who will be called a in the future, has also paid a lot to play the balance technique.
Even, in many cases, Capcom will choose to release its own master works on those unpopular platforms, and even exclusively.
Of course, even if you promise exclusivity, you don't have to have exclusivity.
It's one thing to think about, but it's another thing to be able to do it.
Why?
Because the law of the market is not transferred by human will.
It's not Capcom who wants to support a weak person, and the weak person can survive.
On the contrary, it is necessary to support the weak, which is likely to affect the sales of Capcom's own games, and then affect Capcom's own survival.
Therefore, although Sony's mobile phones are already being made, they are not a threat to 10,000 mobile phones.
It stands to reason that Sony should also be a strong company.
But I don't know why, it seems that overnight, the overall combat effectiveness of the enterprise seems to have begun to disintegrate.
In the mainstream battlefield, it is impossible to defeat Chinese and South Korean companies.
It can only be like the original American and European companies that have entered some relatively more unpopular and high-end markets.
I have to say that the era of Showa is over, and the era of Heisei has entered.
And the internal and external mediocrity may also mean the internal and external mediocrity.
Even Nintendo, which led an era, began to work hard to keep itself from being eliminated.
I can only say that survival is difficult!