Chapter 90: Takahashi's Discovery
Basically, there is no human being who will oppose or reject tradition.
However, whether there is a tradition or not is something worth exploring.
For example, when a baby was born after the completion of the Wanhu China Park, for as long as he can remember, Wanhu China is like this, and the surrounding environment is like this.
Will he just think that all this is natural, that these are traditions?
However, all this will not be around for more than a decade.
Ten years ago, it was farmland, and there were several small villages here.
A hundred years ago, it was a lush forest.
Do those children who have had red and white cameras and game watches at home for as long as they can remember think that video games are something that has existed in this world since the beginning of the world?
In fact, video games, as an entertainment product, a cultural product, are also creating a generation's view of the world.
For example, Wanhu's "Pokemon" hit animation makes many children really think that the funny Shiba Inu and scratching cats around them are monsters that can be stored in Poké Balls.
This kind of cultural identity is not constructing a collective.
It's like if a group of people like to watch the anime comics where beautiful girls like waste wood men, can they be counted as abandoned houses?
While Yokoi Junhei was working on a specific product, Takahashi was thinking about the impact and significance of video games on human society as a whole.
In his research, he found that the unified identity of the Chinese was born less than a hundred years ago.
In the ancient era when the imperial power did not go to the countryside, for the peasants in the village, the landlord in the village and the township was the sky. How do they know what country they are, and why should they care what country they are?
Even, in the ancient sayings, even if it is a change of dynasty, isn't it still those landlords who take care of themselves, and what does it have to do with what emperor and what country?
In fact, the identification of the state is a product of the industrial revolution and modernization.
Modernization broke the small-scale peasant economy, broke the landlord economy, and allowed the vast majority of people to live a relatively standardized life.
Under these living conditions, through the movement of population, through newspapers, radio, television, watching the same programs, having the same concerns, people gradually have a unified consciousness and become a whole.
And this whole is also the key to the prosperity of some video games. Because, it is precisely because of this group of players that they need something in the game that they will like this game.
And this group is large enough to ensure that the game can continue to do so.
It's like a small butter circle that operates on the personal computer platform, and it is precisely because there is a group of players who need little butter that the little butter market will exist.
It is precisely because they have a moral identity of agreement that games like "****", "Tail Line", and "Stinky Works" can allow players to reap the pleasure of betraying morality in the process of playing.
It is precisely because there is a general group that thinks that the tail line is abnormal, and there will be a game like "The Tail Line" that makes this group feel cool and has achieved a certain degree of popularity.
If this game is placed in India, where people think that it is normal for women to get pregnant on buses and be forced to do by women, then "****" and "Tail Line" will not be popular.
It is precisely because the player group of the book has a unified moral cognition that these games can produce the pleasure of betraying morality, and in India, it will become a documentary game, and it will not be so popular.
This is because the player group of this book has obtained a moral standard through various channels in their daily life.
Takahashi now believes that if he can study the cultural environment of some players, he can make games that they like.
Of course, even if it is such a special research, Takahashi will not go back to make "****" and "Tail Line".
Even, Takahashi also wants to study more deeply, if a certain popular game has an impact on many players, what kind of impact will it have on their future game choices.
You must know that following the trend to make games is a very common business phenomenon, but behind this commercial phenomenon, it represents a popular game, which can change players' choice of games and even the world's cognition.
And this continuous reinforcement will strengthen a specific game genre.
And because it is too strong, a problem arises at this time. Players who are not familiar with this type of game will not understand what this game is playing at all when they see this game.
It's like a real-time strategy game now, running wild on this road.
There are even countless games that have been released or have not yet been released, trying to infinitely segment this market.
Although a niche market can also make people live well, once this niche group is small enough to reach a certain number, it is no longer possible to form a cultural circle, and it is not enough to support a game company.
Then, the circle will begin to shatter.
And a game genre that is transitionally developed will also enter decline.
It's going to be a more expansive genre of games.
That said, it means an opportunity to overtake in one corner after another.
Maybe you can't make this game type well, you can try to get the next outlet.
You can't do role-playing, you do real-time strategy.
Real-time strategy you don't do well, you do shooting games.
However, in the process, manufacturers who have already achieved an advantage in a certain field will protect this game genre.
For example, if real-time strategy starts to decline now, Wanhu will hold various competitions, buy advertisements, launch new expansions, etc., to ensure the popularity of the game.
That's why often a game genre that doesn't seem to work anymore still holds up for a long time.
Because vested interests want to keep their gains.
Takahashi's previous advocacy of the diversification of game genres made by Wanhe did not find this theoretical basis, but Takahashi discovered this problem through a broader perspective and by looking at the history of games.
Now, from a theoretical point of view, Takahashi has found the reason why Wanhu implemented such a strategy. Make sure that with the advantage of capital, you will not let go of any game series that is popular.
Such a strategy can basically ensure that Wanhu will not fall into a tragic death situation because of the decline of a game genre like some game companies.