Chapter Seventy-Three: The Difference
Wanhu is actually very kind to the proportion of the games it publishes. Counting materials and transportation, as well as publicity, in the end, it only costs 7/10 of all sales.
Other publishers, although on paper, seem to be in much better condition than Wanhu. However, all kinds of complicated fees poured in, and in the end, those game makers made either a buyout price or less than a tenth of the money.
It is also one of the true examples of the conscience of the capitalists who must never be counted.
However, without the existence of these publishers, it is impossible to say that Wanhu would have become like them.
After all, as a latecomer, Wanhu wants to occupy the market and strive for more games to be released here, so it must be more standardized, more open, and more transparent, so that game developers can understand that they can make more money by coming to Wanhu, and those manufacturers and individuals who make games will choose their own games and hand them over to Wanhu to publish.
However, because Wanhu's review standards for games inherit the same high standards as Japanese game review standards, the number of games that can pass the review and publish here is actually not very large.
Although every effort has been made to ensure that new games are released without interruption, and that new games can be added after each game has passed the release period of the new game.
However, even if it is a game, the new game cycle is one month. It's definitely not easy to get twelve high-quality games on the shelves in a year.
And this frequency of almost one a month has really emptied a lot of my wallet called love.
However, why do players still recognize Wanhu so much?
Of course, it's not because they're shaking M and like to spend money to be abused.
It's a game released by 10,000 households, and the quality is really very questionable.
Unless you really don't like this game genre and insulate it from this game, otherwise, under normal circumstances, there is almost no situation where you can't play the game you bought.
It can be said that it is really bought and earned.
You know, in the Atari era, buying a game was like a lottery.
Don't look at the packaging of a game, don't look at the name of the game, go home and plug it into the machine, you will know whether the game is fun or not.
But after the arrival of the Nintendo era, this situation was greatly reduced.
Even the most watery game released by Nintendo is far more than the junk goods that Atari used to be.
As a result, console gamers have gradually developed a fondness for the idea that games can be bought casually.
Of course, it has also formed a certain popularity of game companies.
For example, if you play a side-scrolling shooter, you go to Konami, and if you want to play a handjob game, you go to Namco.
If you want to play strategy games, you have to be hungry if you buy the glorious ones.
However, this is just an illusion.
You must know that the reason why Electronic Arts was able to make the first pot of gold was because there were many games in the market at that time.
Electronic Arts, with its own certification mark, completes a banner for Atari to let the garbage game run rampant.
Therefore, although there are many new players who think that Electronic Arts EA is simply a cancer, in the eyes of many old players, he seems to be a positive character.
Of course, the positive characters in the past are not impossible to become villains in the future.
Electronic Arts' subsequent drastic play capital also brought a very bad atmosphere to the video game market.
The French Ubisoft after it, also followed this path, but, after improvements, I don't know how much higher than Electronic Arts, at least in the mouth of players.
It is precisely because of this atmosphere that the later European and American video game industry has changed from fighting game content, gameplay, and game fun to a game of fighting for capital.
This did curb the development of East Asian games, and even sent the game to the grave.
However, in the end, they couldn't play this set anymore.
Then there's the rise of the indie game wave.
After all, triple-A games are really a bit too boring, and the space hole is too boring.
As for why the games in East Asia were able to rise after that, mainly the games of South Korea and China.
Or is it because China's video game market has taken a different path.
Faced with the problem of almost impossible to solve the problem of external abduction, he gave up his investment in stand-alone games and entered the era of online game operation.
A large number of Korean manufacturers have "transplanted" the console game into an online game.
And this has also allowed them to accumulate technology and capital, and their wings are gradually full, and the games they produce have gradually begun to make large-scale profits.
In the era of terminal games, that is, the era of computer games, China's local video game manufacturers mainly play agents.
There are not many self-developed game manufacturers, and basically you can count them on one hand.
It's like Jinshan's Xishan Residence, like NetEase, like Tencent, and like Shanda.
However, Shanda, as an industry giant, has not been leading the way.
Shanda's hit game is "Legend", but it seems that there is only "Legend".
Like other video games, it's basically not done.
It's not that Shanda's games are bad, it can even be said that as the largest game operator in China at that time, those excellent games will want to cooperate with Shanda first.
However, the reason why it didn't work later was that the talks collapsed.
One is because the price given by Shanda is too low, and the other is because Shanda's operation is problematic.
Shanda's game operation is too focused on short-term interests, in other words, all kinds of dry up and fishing.
The penguin, who was later scolded, even weakened its knowledge in this area.
By the time China finally began to produce games in large quantities instead of agents, it was already the era of mobile games.
In the era of mobile games, a "I am MT" allows a little-known game manufacturer to wrestle with the bigwigs.
However, there are only two remaining fields in the end.
One is a penguin, and the other is NetEase.
If you say which of these two companies has more discipline, it's actually not easy to say.
When Penguin made its fortune, there were many black histories, such as copycats and many copycat games, such as the assessment of recharge was too strict, and all kinds of strange recharge activities.
But after the family has a big business, in some departments, this atmosphere is actually much better.
And the company NetEasy is more interesting.
The video games produced by this company have many reviews on the Internet and are very conscientious, in fact, krypton gold is a lot of money, and it may even be more.
Whether it is an organized and purposeful trend of public opinion, used to bring fire to a game, or those speeches are the heartfelt feelings of users, in fact, it is better than too easy to say.
For example, "Onmyoji" and "Overwatch" seem to have a strong marketing shadow.