Chapter 80: Who Doesn't Hang a Few Signs?

There are many things that are divided into big and small years, and games are also divided into big and small years.

For example, last year's 1992 could not be regarded as a big year for gaming. Although there are a lot of games launched, there are really not many games that really make players feel enjoyable, make players feel that they are not enjoyable enough after playing, and even some are lost.

The Sims released by Wanhu is already the most influential game in North America that year.

Of course, influence and the number of issuances are sometimes really not proportional.

It's like a one-vote sports game in Electronic Arts and Wanhu, although the sales are high one by one, but the degree of conversation caused really isn't much.

After all, these sports games are the "periphery" of sports competitions, and people still focus on the games themselves.

Even if a sports game has received particularly good reviews, or if a game has a lot of bad reviews, its sales fluctuations are not very noticeable.

After all, not every gamer knows video games like a few things.

The vast majority of players play games for no more than five years in their lifetime, and they generally play no more than ten games in those five years.

What does this mean?

It means that they buy games like ordinary people go to the supermarket to buy groceries, and when the quality is about the same, they tend to prefer to buy whichever is cheaper.

As for whether the game is fun or not, they lack comparisons and don't know.

It's like before the Atari crash, the vast majority of players really didn't know they were playing a shoddy garbage game.

Because for this part of the players, the first game they come into contact with is an Atari game, and they have been playing an Atari game.

There is no comparison with other games, and they naturally think that video games are like this.

Atari's games are not fun, and in their eyes, video games are not fun.

If it weren't for the distant world, there was a group of companies that had developed a wider variety of video games by devouring Atari's legacy.

If Ben is not a relatively independent market, but just a vassal of the American market, as Canada does.

Maybe it won't be like a monster cage, giving birth to countless amazing and colorful video game companies, and giving birth to a game platform that is unique in the world - red and white machines.

The monsters that escaped from the monster cage were naturally devastated in the face of foreign opponents like weak chickens.

After the collapse of Atari, computer games were born that could not compete with the console-based video games from the original platform.

Therefore, the United States and even the entire Western world began to face the stigma of the video game company in the video game.

However, with the gradual shrinking of the local market, the strength of the video game manufacturers has declined. With a large number of local game makers in the West, learn from the advanced experience of making games.

Western countries, led by the United States, have actually completed a counteroffensive on computer games.

Last year's The Sims was an iconic turning point.

You must know that computer games and video games on home console platforms are both video games, but the difference is not the slightest bit.

For example, one of the major elements of the explosion of "The Sims" is the mod that can be exchanged offline.

This kind of thing will never appear on the home console platform, because the home game console platform is a relatively closed platform.

It is precisely because of this that the authenticity of the game is ensured.

If the game console can also be changed at will, it means that the console is already cool.

It's because the disadvantages outweigh the benefits that such player-made mods will never appear on console platforms.

Later, Wanhu ported "The Sims" to Sega's console platform.

Although many officially adopted folk mods have been added, the playability can be said to be good, but compared to the PC version of "The Sims", there is a lack of follow-up expansion possibilities.

Unless Wanhu wants to convert some excellent mods into DLC data expansion packs to sell, then they can maintain the continuous experience of the game that console players love.

In another world, the company behind The Sims did just that.

In addition to the base game, there are even hundreds of various game expansions on sale.

This is an exaggeration to see a long list of purchases in the digital age.

In an era where internet speeds are still very slow, and video games are mainly sold offline.

I'm afraid that if it weren't for the Sims game, it would fill a wall of shelves.

Xiao Ai, who hasn't been making new games lately, is working on this.

As a video game, The Sims doesn't have a lot of content. But with this peculiar continuation (meow) life technique.

Compared to other games that only have about 50 hours of gameplay, the average game time of The Sims is said to have reached about 200 hours per person after sampling by the game media.

Two hundred hours!

That's 200 hours!

There are many players who love this game and are addicted to this game. The Sims is a game called the Time Murderer.

The same name as Sid Meier's Civilization, produced by another US-based company.

These two games are games that people can't control themselves and can't help but play.

Even, when players stayed up all night day after day, they looked back and found that they didn't remember what they did.

They all wonder where the time has gone?

The popularity of these two games has naturally attracted the attention of the game manufacturers.

It's a pity that although the attention is concerned, there is a specialization in the art industry. Although they have studied and understood why these two games are always attractive to play, they can't do it themselves.

It's like a company like Konami, which gives players the impression that this company likes to make military, sci-fi games.

Of course, these genres also include platforming action, stealth infiltration, and so on.

If they launch a girl-raising game one day, it can only be said that the world is wrong.

Such a stereotype is also something that Wanhu wants to avoid.

Therefore, Wanhu divided its internal game production department into one production group after another.

In this way, it's like a game manufacturer under Wanhu.

Everyone sees which studio produced it, and the game should be of which genre, and it shouldn't make people fail.

Of course, in a sense, this is just formalism.

In fact, within Wanhu, the relevant departments of Wanhu making games, who are not hanging a few signs.