Chapter 373: Crossfire

Online games are one of the fastest areas of Internet money in the Celestial Empire, and Jiang Hui has tasted the sweetness in "Glory of Kings" of Glorious Games. Jiang Hui took stock of the games that had strong profitability, wide range of users, and long-term vitality in later generations, and the most important thing was that the games that had not been launched at the beginning of 2005 were not launched, and felt that "Crossfire" and "QQ Speed" were a very good choice.

However, although "Crossfire" was introduced from South Korea by Penguin in 2007 in the previous life, this game developed by South Korea's Smile Gate was probably already in development in early 2005.

Smile Gate is not a top company in South Korea, and compared to famous companies such as NEXON, Neoiz, Redduck, NCSoft, etc., this company is just a baby to be fed. It wasn't until CrossFire, developed by the latter company, became one of the top games of the Celestial Empire that Smile Gate began to become famous in South Korea.

Smile Gate has only one office and 33 people. Among them, 15 are original paintings, 7 are configured, 10 are produced, and 1 is promoted. If Smile Gate wants to buy them now, it is estimated that one or two million yuan is enough, after all, the current Smile gate is just a newly established studio with no fame and no work to sell. There's never been a better time to make an acquisition.

Jiang Hui has seen the news that Smilegate founder Kwon Hyuk Bin has become the fourth richest person in South Korea in 2016, with $4.9 billion. In addition, Kim Jung-woo, the founder of another South Korean gaming company, Nexon, is also close behind, with $4.1 billion, ranking sixth. Kwon Hyuk-bin owns all of Smilegate's shares, and although the company was on the verge of collapse in its early days, the company has grown since Penguin represented CrossFire. Especially after 2014, CrossFire became the second highest-grossing online game in the world, and CrossFire is also the company's main source of revenue, although CrossFire lost to Nexon's Assault Storm 2 in South Korea, but it was a big hit in the Celestial Empire. In 2015, Kwon Hyuk-bin had more than $2 billion, ranking 12th in South Korea, and jumped to 4th place in 2016, which shows the great ability of CrossFire to attract money and the contribution of Celestial Empire players.

As a masterpiece of next-generation online gunfight games, "CrossFire" is a first-person shooter game provided by analyzing the advantages of a number of popular FPS, including "Counter-Strike", based on the background of two major international mercenary organizations, and absorbing the content of various gunfight games loved by domestic players.

The game's settings for lurkers and defenders are also very well done, and the game's confrontation system is well constructed.

Infiltrator: No one knows exactly who created the Infiltrator Mercenary Company, or where exactly its headquarters are. Some say it served Third World countries, while others claim that it had carried out "special missions" for rebels. So far, however, no one has found the person in charge of the company, and there is not even any law that can bind it.

Defenders: As early as the founding of the Defenders Mercenary Company, there was an open recruitment of retired members from various famous special forces. This mercenary company serves powerful nations in the name of keeping the peace. They profess to have the most righteous position, and if the fight goes against their convictions, they will not be moved, even if there is any temptation for more money.

The setting of these two backgrounds, combined with some special attributes and settings of each character, laid the foundation for the success of "CrossFire".

Although Guanghui Games has a certain amount of experience in online game development after the launch of "Glory of Kings", objectively speaking, in Asia in 2005, South Korea is the strong player in online game development, and the acquisition of some Korean game manufacturers that have not yet developed and grown is not only an investment for Guanghui Games, but also can learn some advanced game development experience, which can be described as killing two birds with one stone.

Since the 70s of the 20th century, the Korean game industry has entered a period of enlightenment, and has gone through different stages such as the entry of foreign products, the development of domestic games, the localization of foreign products, and the establishment of domestic game companies, from the development of domestic stand-alone games to online games, and then to internationalization. On the basis of national policy support, corporate efforts, and national recognition, Korean companies have stood out in the global game industry market dominated by developed game countries such as the United States, island countries, and Europe in a short period of time.

Since 2001, the Korea Cultural Industry Promotion Agency has published the "White Paper on the Korean Game Industry" every year and held various research forums to provide game companies with information about the game industry at home and abroad. In order to help Korean companies go overseas, the Korean government supports Korean small and medium-sized game companies to participate in various overseas game exhibitions every year, and all expenses are borne by the government.

In addition, South Korea also attaches great importance to the cultivation of game talents. The cultivation of Korean game talents began in 1996 and was gradually formalized after 2000. After more than 10 years of development, a multi-level game talent training system has been formed from high school to graduate school. Formal educational institutions that offer game-related courses include high schools (game high schools/vocational schools), universities (specialized/general/networking), and graduate schools. Among the game talent education institutions, the number of high schools is stable, the number of specialized universities and online universities is decreasing, and the number of general universities and graduate schools is increasing. There is a trend of improving the overall level of game talent education institutions in Korea and developing towards the cultivation of high-level talents in the game industry.

In the context of this series, there is the take-off of the Korean game industry, and there will be Heaven, Audition, Kart Running, Bubble Hall, and Sword Spirit...... and a whole bunch of other classic games.

Although Jiang Hui doesn't like South Korea, this does not prevent Jiang Hui from objectively analyzing the advantages of the Korean game industry, and he does not mind buying several Korean game companies back. After all, in the era of terminal game prosperity, Korean games have always been the same existence as Taishan Beidou, and many Celestial Dynasty game companies have relied on Korean games for their startup and development, and in the early stage of the development of the domestic terminal game industry, Korean terminal games are the absolute protagonists.

As the troika of online games planned by Jiang Hui for Korn Kuang Games - "Glory of Kings", "Crossfire" and "QQ Speed" (which will be changed to Korn Glory in the future), it will be the main source of profit for Korn Kuang Games in the next three to five years.

At present, "Honor of Kings" has been considered a success, "Crossfire" can rely on the acquisition of Smile gate for cooperative development, and "Glory Speed" will be the second online game developed by Glory Games itself. In this way, the work of Guanghui Games this year and next year is basically full.

(End of chapter)