Chapter 9 New Year's Goods Game

Generally speaking, the most recent interesting story is probably the story of EA Electronic Arts' threat to Sega.

The electronic arts world of the 90s was not the publishing giant that later straddled the two major platforms of home consoles and personal computers.

At this moment, the electronic arts industry has not been established for a long time. Compared to established computer game publishers, it has much less seniority and less resources.

Although Nintendo thinks that games made by Americans are rubbish, Nintendo North America still respects the market. Enlisted support from several of the largest video game publishers in North America.

The small and small electronic arts industry is a fish that slipped through the net, and finally it was cheaper to Sega, and it was won over by Sega.

From the late 80s to the early 90s of the 20th century, because of the rapid expansion of the economy, various enterprises came to the United States to buy land on a large scale.

In fact, it has aroused the rebellious mentality of many American people. In addition, Japanese video game manufacturers control all the discourse in the American video game world.

Those high-end players, although playing video games from the book, still feel humiliated and humiliated, and are extremely eager for the day when domestic games will counterattack.

This is one of the reasons why Takahashi sought out American video game developers to work with them on video games.

Although 10,000 households are strictly divided, they are also considered to be one of the Japanese manufacturers. However, unlike the strong Nintendo system, Wanhu is still very gentle.

Sega, like Wanhu, has chosen to launch many games made by Americans themselves.

However, the quality of the games made by most Americans is very concerning. Moreover, these American game makers may be used to freedom. They also don't agree with the game publishing rules set by Yamauchi.

They don't recognize that they want to publish the game on a console, and they have to get a license from the console manufacturer, and they have to pay a license fee.

Although Electronic Arts also makes games for Sega's console platform, they secretly reverse-engineered Sega's anti-piracy circuit, and also came to Sega to tell them that they had cracked Sega's anti-piracy settings and planned to make their own cartridges for Sega's console.

Naturally, the people of Sega thought this was ridiculous, and felt that Electronic Arts was breaking the law by doing so. However, Electronic Arts has no fear, and their chairman directly said that if he does not agree with Electronic Arts' approach, he can go to court.

However, Electronic Arts wants to sue Sega for the suspicion of "monopoly" and suggests that the judge make a judgment in accordance with the "Antitrust Law".

This sounds a bit ridiculous, how can the electronic arts industry, which was originally stealing people's things, be so justifiably beaten upside down?

But Sega was a bit of a coward.

A nominal licensing fee of one dollar was levied, and Electronic Arts was required to print the Sega logo on their own cassettes and ostensibly obey Sega's certification system.

The reason why Sega was so cowardly had a strong relationship with the background of the times at that time.

You must know that because of the unprecedented strength of Japanese companies and the yen, in fact, there is an anti-Japanese trend of thought in the United States, both official and non-governmental.

And the United States is a country that is "founded on lawyers" and a "motherland of lawyers".

In the United States, there have been all kinds of impossible verdicts, and against the backdrop of disgust caused by the strength of Japanese companies and the yen, Electronic Arts may really be able to sue Sega for antitrust.

However, Sega home machines have no room to survive in their homeland, and the main market is in the United States. Faced with the huge crisis of possible removal from the shelves and discontinuation of sales, they could only pinch their noses and agree to the proposal of Electronic Arts.

Recognized that Electronic Arts could publish its own games on Sega's platform.

Electronic Arts, after getting this permission, has a large number of sports games on Sega's console.

All sports events that can be purchased with a league license, they will buy the event license.

The series of sports games they launched for the New Year, although most of them are dung. But the simple American players still buy and buy when they see the league certification.

And the United States is a big sports country, and in such a situation, Electronic Arts is making more and more money, and the size of the company is getting bigger and bigger.

Of course, they have a conflict with Wanhu in terms of industrial layout.

Although because they are American companies, they have obtained more league licenses than 10,000 households. But Wanhu relies on his own game quality and boutique strategy. There are also back-and-forth battles with Electronic Arts in sports games.

In fact, Electronic Arts' sports games aren't fun because their programmers aren't good. It's because they have a problem with the idea of making games.

I don't know why they are too "realistic", and they seem to want to make any game a simulator for the corresponding event.

But how is this possible with the current hardware conditions?

Authenticity is not good, and gameplay is not good, so the video games they make do not have as many die-hard fans as there are tens of thousands of households.

Wanhu is involved in far more fields than Electronic Arts, and there are more opponents than Electronic Arts. Therefore, there is no excessive pursuit of the gains and losses of one game per city.

After the establishment of the European Union, after the establishment of the European Cup, Wanhu purchased the exclusive video game adaptation rights of the European Cup at a rocket-like speed.

The resulting Pro Evolution Soccer series has not only achieved good results in the European game market, which is still not well developed, but also achieved good sales in the local market.

Although his economy was once almost at the top of the world, he still envied white civilization from the bottom of his heart.

And because of the "Football Player" series, football has been greatly promoted.

Therefore, Gao Da, with the European Cup authorized "Pro Evolution Soccer", has achieved 500,000 sales in this book.

You know, it's on Sega's platform! It's on a non-mainstream platform!

If this game is launched on Nintendo's platform, maybe the sales of a single game will exceed two million. It becomes a super platinum work.

When it comes to the standards of platinum creations, in fact, each country and region is different. It is based on market capacity.

The concept of "platinum" came from the world of recording. Records that have sold more than one million in the United States are considered platinum records, and more than half a million are "gold" records.

And when it comes to the book, more than 400,000 is already a "platinum" work. More than a million is a "super platinum" work.

And in an area like Taiwan (Harmony) Bay, the record sales exceed 20,000, which is a "platinum" record.

There are many games that have sold more than 500,000 units per 10,000 households, but why do you pay so much attention to Pro Evolution Soccer?

Because Pro Evolution Soccer draws on the strengths of Electronic Arts, it's also a New Year's game!