Chapter 60: The Greatness of Ten Thousand Households

When Takahashi saw the Manho Game Research Institute, he saw that there were reports about mobile games, as well as the causes and consequences.

I can't help but sigh that the video game market is worthy of being a precocious game market.

To what extent is it precocious?

Precocious to the point that once a certain electronic hardware carrier reaches the minimum line that a game type can run, this new game type will immediately appear.

Mobile games, the accurate name for this kind of mobile game should be krypton games.

Krypton games are a very money-absorbing genre in the history of video games.

Whether in China or abroad, there are more than one or two companies that have made a fortune and created a wealth myth by virtue of this game genre. Rather, it is the emergence of batch after batch.

Of course, the vast majority of these game companies, even if they have temporary success, have not escaped the fate of developing only one blockbuster game.

Making video games, whether for large or small companies, is a rare event.

Large companies stand tall because they are strong enough to withstand the consequences of failure after attempt.

However, for those small manufacturers who make a lot of money by making a video game.

It's not so easy for them to keep making money.

Even if they can afford to fail again and again, it will not be easy for them to continue to succeed.

Because, they probably didn't understand why their current game was successful.

The points they think are successful may have nothing to do with the points that are really popular with players.

There is also a possibility that their games can only achieve good results in a specific historical period and a specific stage of game development.

It's like a game like Fruit Ninja.

The reason why it became popular was mainly because mobile phones with capacitive screens had just begun to become popular at that time. This swiping screen gameplay, perfectly integrated with this novelty hardware, has set off a frenzy.

However, here's the problem.

This freshness, whether it comes from the freshness of the hardware or the freshness of the game.

It will soon begin to subside.

If you are only a manufacturer of "Fruit Ninja", you can't correctly recognize this and admit that "Fruit Ninja" is just a special game in a special historical period.

Take the particularity of this game as a generality.

Even if they make a game that is more fun to use the characteristics of capacitive screens, they will not repeat this success.

And they don't want to say that their genre is not appealing anymore.

Instead, they will start talking about how great the art style of their game is and how great the soundtrack is.

The reason why players don't like this game yet is because their level of appreciation is too low and so on.

However......

Video games are a form of entertainment for the masses and can come in a variety of art styles and a variety of expressions.

But the most important thing is that as a game, it should be in tune with the times and fun.

However, game manufacturers that can meet these two requirements are basically equal to about zero.

Carefully read the report of the Game Research Institute of Wanhu.

See their exploration of the Krypton game genre.

Takahashi had to admit that these old guys who stayed in the Wanhu Institute were not mixed eating and drinking.

Their sensitivity to gaming is still there.

It's just that in the past, the success of the past has become a shackle that limits their performance.

And when they realize this and start to change, they will have an advantage if they want to.

But......

For the game genre of krypton games, Takahashi still has some concerns.

Actually, Takahashi's opposition to the kryptonite game itself is not very big.

However, there are some more "stubborn" ideas about how to make krypton games.

Because in a way, krypton is a kind of "gambling" just like the real card game.

Game manufacturers can maximize their profits by controlling the explosion rate and other means.

However, in Takahashi's view, this approach is completely a matter of drying up and fishing.

Of course, many game companies don't think so.

In their opinion, any game has its own life cycle.

Maximizing the benefits of squeezing the money of every player who plays the game will certainly make a game lose popularity more quickly.

However, for the vast majority of enterprises, it is acceptable.

Even, as far as kryptonite games are concerned.

Many game companies have found that players are like leeks. If you get injured in one game, you will move on to the next game of the same type.

Players who have gone through round after round of harvesting are often able to thrive and grow.

Since players are all cuts, what is the difference between cutting a little more obvious and being implicit?

Since players will always churn, it is better to cut early and quickly.

The cost of maintaining a game can even exceed the cost of remaking a new one.

Since the game is well maintained, players will still be lost, so why not just harvest it roughly, and then change the game and let them fall into the pit?

You must know that in China in the future of another world, there is a manufacturer that is constantly boasting that it has feelings, and it is doing rough harvesting again and again.

In this way, although in a short period of time, it will make the company's financial report look good.

However, the players are not really leeks.

Even if it's really a leek, a leek will have the anger of a leek.

When they find out that they are just a mobile wallet, he votes with his feet.

Kick this out of their options just by gaming companies that make them mobile wallets.

Therefore, although the short-term gains are relatively good, in the long run, the gains outweigh the losses.

Therefore, Takahashi wrote instructions on the report of the Manho Game Research Institute.

It is necessary for Wanhu to make the institute clear about the explosion rate and winning rate of all mobile games they develop, and at the same time ask them to use a better attitude towards all players. It doesn't matter if it's a free player or a paid player.

In short, emphasized in the report.

It's better to make less money than to leave stains on this photo of Wanhu.

You must know that the most valuable wealth of ten thousand households.

It's not so much a series of games that have been precipitated one after another, but rather a player who has always been unabandoned.

As for the players, why don't they give up?

The reason is very simple, it is because Wanhu is one of the few companies that treats players as players, respects them, and understands them.

For this alone, nine out of ten game companies can't do it.

Therefore, 10,000 households are powerful.