Chapter Twenty-Three: Arcade "Anti-Terrorist Operation"
It seems that except for world wars, most of the things in this world have people who feel that they have nothing to do with them.
The game in Xiangbei is full of blood, but other people don't care at all, the tennis in the Youth School can kill, and not everyone can understand.
The same goes for the game in Anti-Terrorist Operations, and while the prize money grows every second, who cares about this game on this planet except for a handful of players who play gunplay games?
Many people feel that they can do something for the rest of their lives, but it may not mean much to others.
The world is like that, and human beings are like that.
Lack of mutual understanding, but seem to be indifferent to the mental state of their kind.
For various reasons, although compatible PCs with x86 architecture have been used, the vast majority of computers do not support playing video games.
Because they don't have a graphics card, and even if they do, it's more of a graphics card for work.
In the book, the ecological niche of home entertainment has long been occupied by home game consoles and handheld computers, so the personal computer is more often just a productivity tool.
As a game based on personal computers, it is relatively difficult for "Anti-Terrorist Action" to be promoted in the original version.
However, Wanhu has been operating in the video game market for nearly two decades.
For the things that this player thinks, Wanhu still knows better.
First of all, the game "Anti-Terrorist Action" landed in "Gamer's Heart" magazine, and appeared in "Takahashi's Party" to warm up the heat.
Secondly, "Anti-Terrorist Operation" began to be arcade-like.
That's right, it's arcade!
The reason why it is not home hosts is because there are two embarrassing points.
First, we are now at the end of the life cycle of home game consoles in this era, and it is very delicate to sell more and sell less when launching a game. Once the generation is changed and you immediately launch a new console version, it will inevitably make players feel like they are making money.
The other is the incompatibility of the charging model.
Home game consoles still adopt the model of game buyout fees.
In other words, if you buy a disc or cassette of a game, you are buying out the rights to play the game.
Counter-Terrorism Operations, a web-based shooter based shooter, is theoretically a different story entirely.
Although the game is free, in a way, it is a rental service.
Why?
Because of the disc and cassette, as long as the player buys it, there is no problem with the hardware, even if the company that produced the game goes out of business, the player can still play when he wants to.
But what about Anti-Terrorist Action?
If 10,000 households go out of business, if 10,000 households shut down the Internet service of "Anti-Terrorist Operation".
Then, everything that exists in the game will disappear.
Unless the player buys back the entire server group of the game and redeploys the operation, the content belonging to his account will almost never be seen.
And what does this amount to?
Isn't that the equivalent of a rental service?
It's just that the user agrees to the terms and conditions, and it is not clearly stated how long the term of this service is.
The arcade of Anti-Terrorist Operation is also a little different from the traditional coin-operated arcade.
First of all, it's not the single-set two-player model.
It's a single-person, single-unit model.
Secondly, in the process of promoting 10,000 households, each arcade hall must have at least six "anti-terrorist operation" arcade machines.
Because only in this way is it possible to play together as a team.
Finally, instead of using the coin-operated charging model, the card swiping mode of identification cards is adopted.
The identification card is equivalent to an account, eliminating the tedious process of entering a password.
At the same time, the game time is also deducted directly from the balance in the identification card.
How do arcade halls make a profit?
The first is that 10,000 households will give each arcade machine a guaranteed income every month.
Even if the "Anti-Terrorist Operation" arcade machine is placed here and no one plays it, it will give you a guaranteed income.
However, if the charge goes smoothly and a large number of players play, and the guaranteed amount is exceeded, it will be automatically converted into a pattern.
Actually, although it sounds like a good condition, the owners of the arcade are not very welcoming to it. Because this is equivalent to 10,000 households controlling their income.
Nowadays, there are almost few new arcade halls that have been opened, and these arcade halls that still exist have basically experienced the hottest era of the arcade industry.
At that time, an arcade machine could provide 200,000 yen a day for an arcade hall.
The price of an arcade machine is only one million yen.
In other words, in the best-case scenario, the cost will pay for itself in a week.
At that time, arcade halls were picky and selective of arcade machines that could go to their own arcade halls, but not every one of them would buy them.
Not to mention the domineering policy of asking for at least six units such as 10,000 households, it is a big face to put an arcade machine in the corner of the arcade hall.
Arcade hall owners who have experienced this have long felt that running an arcade hall is boring now.
But what can you do without an arcade?
It has been lost for ten years.
Economic development has almost completely come to a standstill.
It's tough in any industry.
If you don't do an arcade hall, do you want to go home for the elderly?
Although they knew they had to do it, they still hadn't reversed the way they communicated with the arcade manufacturers.
It is said that the game manufacturers who can now produce high-quality arcade machines are the only ones that survive, and they have long been less than double digits.
For example, SNK, a new project that once improved, is now in deep financial crisis due to the poor development of the new substrate.
In addition, there are probably only Capcom, Bandai Namco, and Sega that can make money.
As for Wanhu, the arcade market has long ceased to be the main battlefield.
But there is no arcade hall that ignores the strength of 10,000 households.
You know, Nintendo is the number one in the game industry.
Whether it is Sony, Sega, or Wanhu, they are all Nintendo's challengers.
Of course, Nintendo's challengers are not limited to these few, and almost the entire video game industry is Nintendo's challenger.
But only these few survived.
Therefore......
How can a game company that can survive under Nintendo's tilt and survive better and better, be disrespectful?
Therefore, even if the owners of the arcade hall don't like the sharing model proposed by Wan Hu, what can they do?
They can only choose to accept it.