Chapter 56: The Magical Power of Free Games

Light game players will always be in the majority. Not everyone has the opportunity to stay at home and play video games all day.

After all, the world still has to function normally, and all kinds of people have all kinds of jobs.

There is a reason why "Brain Exercise", a game with a slight civil nature, can become popular. Most of us have the mentality of believing it and having fun.

After all, when you compare yourself with your friends, your boss is playing, but you don't play, isn't it unsociable? There are a lot of people who think this way, and there are really many, many people.

One of the things that the Japanese are afraid of is being isolated and perceived as unsociable.

This can be seen in school violence, at the beginning when a child is isolated, it is completely cold violence, and this cold violence, if there is no way to deal with it.

The next step will be to become more intense, such as writing some words in the homework book that are full of "kill", "die", and so on.

Then there were thumbtacks on the chairs, and there was a mess in the shoe closet, and some messy things were put in.

Although Lin Yan had never experienced this, he had heard of it, and it seemed that even if he knew, it would be useless. However, Lin Yan used this to use viral marketing in the promotion of "Brain Exercise", and many people had to play this game for various reasons.

After playing it, I also found that this game is indeed okay. So, I started to play too.

After finishing "Brain Exercise First Edition", Lin Yan developed the follow-up "Brain Exercise Second Edition" and handed it over to his subordinates to do. For this kind of non-groundbreaking thing, Lin Yan did it himself. It's not very exciting.

Lin Yan began to write the experience game plan, and he wrote the game plan. It's basically like a fictional story.

"In the second three three three years of the Golden Calendar, the Golden Fleet encountered a strong enemy. Nearly annihilated.

At the last moment, the flagship core, which rotated like a windmill, threw nearly 100 billion seeds of hope into all directions of the universe, in order to continue the glory of the Golden Clan.

The vast majority of the hundreds of billions of seeds had already been annihilated in the overwhelming energy pulses before they left the battlefield.

There was a lucky seed, attached to a meteorite that was slashing at high speed, and survived to leave the battlefield.

The seeds on the meteorite have escaped one cosmic disaster after another that is fatal. I don't know how long I drifted and how far I crossed the starry sky. Eventually, along with the meteorite, it was captured by the planet's gravity, crashed into the atmosphere, and smashed into the ocean.

Seeds that enter the ocean do not immediately regain their vitality and drift around with ocean currents.

One day, the seeds of silence suddenly pulsated, like a beating heart.

Sensors scattered throughout the seed shell activate and begin to collect information about the surrounding environment.

"...... in Environmental Testing"

"Cosmic radiation: trace amounts. Not fatal. ”

"Humidity: Suitable, relatively humid."

"Atmosphere: Yes, and no lethal gases."

"Temperature: average, slightly cold. Not easy to grow. ”

"Microorganisms: Abundant Existence."

"Comprehensive survival index: high."

"To continue hibernation: No."

"Activated: Yes."

What originally looked like a seed of sand slowly unfolded in the seawater, extending into an almost completely transparent film.

It has no thoughts. It has no ability to move, and it rises and falls with the flow of the sea. Try to open yourself up and make yourself more contacted. Capture more microorganisms.

Survival, evolution.

In the oceans of this planet, there are creatures that are more complex and larger than microorganisms.

Sometimes, the seeds that become a film are eaten and excreted. However, this has no effect on it, and it continues to prey on microbes and obtain their energy.

Until one day, the open film began to shrink and turn back into a point, which was a hundred times larger than the original seed, and no longer looked as hard as sand, but a little soft, as if it had life.

The seed secretes some liquid that envelops itself. In a relatively safe space, the seeds begin to change.

It gradually developed a tail that allowed itself to move, or flagella would be more appropriate.

At this time, it still has no thinking, only instinct. Its instinct is to live, to devour, to expand.

Although it is still carried far away by the current of water for various reasons, it is relatively free to find the food it craves......"

After writing this, he felt that it was not quite right, so that the game seemed too petty.

However, it is also not feasible to completely imitate the "Spore" in memory. Because, the game "Spore", although after quitting, received a lot of praise.

However, from the fact that it has not developed a sequel, it is clear that this game itself has a lot of problems.

Overkill must be overcorrected, so the new game is more different and more enjoyable than the impression of "Spore".

If it's really as small and fresh as "Spore", it's not very good.

When he wanted to add something he liked, he suddenly saw a summary report of the recently released American game, he saw the silicon and nerve bonds that had been renamed Ice, and the name of Diablo that ushered in the era of brushing.

By the way, in this game, it should be nice to add the element of brushing. However, online battles can be difficult to do and waste bandwidth resources.

So, it can take another form. It is the situation that mobile games will be widely adopted in the future. Most mobile games, although they are online games, but because of the cost, most of the time, the so-called online games are actually only one player.

Taking the popular Clash of Clans as an example, the so-called battle with players is nothing more than a pre-set defense deployment for the players, and there is no real-time data exchange. It saves a lot of server-side resources. Therefore, in order to do it, there is only one region, and players all over the world are in this region.

Since. The new game decided to start with one cell at the beginning. So at the beginning, it was analog cultivation, and then it was the space age. Once you have your own space fleet, you can get into a wormhole and enter a new world if you want to encounter other fleets.

Face a new world, face a new enemy. Go on a new adventure. In this way, it avoids the original "Spore", which is the most fun at the beginning of the cell stage, and the more boring it is later. I don't know how many players have abandoned the pit after playing the cosmic era.

The game is the most important. In fact, it is not the so-called depth, the depth of the kind of thing, any transitional interpretation of anything will be produced.

The most important thing for a game is that someone plays it, and a game that no one plays, no matter how much effort the game maker puts in, it is meaningless.

He sorted out the plan, deleted the part about the fall of the race at the beginning, and kept the meteorite. A meteorite slides from the stars, a scene at the beginning of the game. It's when a meteorite cracks in the sea.

In fact, the overall style of the whole game is still cultivated. However, it is not a person who is raised. Nor is it a city, but a race.

The player will manipulate individuals individually, but those individuals will eventually decay. But the civilization that was born in the end can gallop in the sea of formation.

Of course. In other words, if you say this world. There is a margin. Energy is also limited. Civilizations, as things that consume resources, will certainly compete with each other.

It's like one paramecium fighting another. From microbes to microorganisms, life is a battle for resources.

This is also the core of this game.

This game is capable of generating all kinds of struggles that can be explained clearly. Just as peers are enemies, things that are both lives are enemies of each other.

Therefore, even if the goal of the game is not clearly stated, the players will not feel out of place.

Any literary and artistic work is a reaction to reality. Although this game, from the microscopic invisible scale, all the way to the cosmic scale. However, what happens in this game happens to every player, all the time.

Although it is a completely marginal fantasy theme, it will also give people a sense of substitution.

Lin Yan put this plan at the discussion meeting to determine the time for the project. Many people have been conquered because Lin Yan has whimsical but feasible ideas.

Lin Yan was still working on it a moment ago, the kind of "Brain Exercise" that seemed to be very brainless, and now he can think of such a profound theme. It's really convincing.

Lin Yan also made it clear at the meeting. The game development team in Chiba Games should not have baggage in their hearts.

It's best to have both fame and fortune, but most games have a hard time choosing one or the other, let alone both.

Therefore, Lin Yan said that some games are used to make money, and some games are used to earn word of mouth. Don't say that the game mode of this game may not be very popular, don't do it if you don't call it easy to blame.

In fact, now on the free-to-play online game "Stone Age", the per capita consumption is already more than the money of a genuine buyout game.

This result shocked many people's eyes.

You must know that many people play "Stone Age" without restraint at all, charging money and flying, hundreds of thousands of yen, millions of yen, tens of millions of yen, and the account with the most consumption has reached hundreds of millions of yen.

What a terrifying number.

In the past, even if it was a Chiba game insider, no one could have imagined that someone could spend so much money on one game.

Some people originally thought that "Stone Age" was a game to earn word of mouth, but now they suddenly discovered that "Stone Age" is actually a money-making game.

If you study the model of "Stone Age", you will find that this model of inducing consumption is so perfect.

At first, it was a small amount of continuous consumption, and the cheapest paid items could cost only a few tens of yen. And then, due to the presence of the world trumpet. and in-game settings.

In the end, there must be people who are arguing, "I want to be better than him."

Large consumption, what props are purchased, will be announced all over the world. Therefore, often two people throw money at each other.

Although it may be too angry, you will regret it. However, this kind of player who spends money is more loyal. In other words, the more money you spend, the more you invest in the game.

So, the whole game becomes a wit similar to betting. The more you charge, the more you consume, the more you consume.

In the end, it turned out that after a year of operation of the game, the highest consumer player reached hundreds of millions of yen, and the per capita consumption has exceeded the original buyout system.

It's magical.

The rise of Storm Ice, in fact, is also related to Chiba games to a large extent. You know, Silicon & Neural Bond is the first company to enter the Chiba game system.

Before that, the system that had the ability and technology to look down on the Chiba game felt that the commission of the Chiba game was too high and not free. And those who want to come in lack the corresponding technology.

However, after the ice came in, although the first game only sold tens of thousands of copies, the huge cash flow stimulated them.

They did the math and found that computer games are generally cheaper than console games. Although, it seems that the publisher takes a small cut. However, it is not only to the publisher, but also to other places where the money is given. In the end, it looks like it's not as reliable as the Chiba game system.

So, Silicon & Neural Bonds, made one game after another.

"The Lost Vikings", a two-dimensional side-scrolling game in which three Vikings are kidnapped by a spaceship, has also received most of the favorites because of the novelty of mutual cooperation.

"The Lost Vikings II", sales exceeded one million. After all, it broke out of the North American market, was translated into many languages, and entered the global market.

The whole ice suddenly shook.

So, they acquired Vulture Game Studios that was still in a good idea, but lacked funds. This studio came to be known as the Northern Ice.

This time, the game "Diablo" was made by Northern Storm. This game, in the end, also provided some inspiration for Lin Yan.

It is very difficult for anyone to stay ahead of the times. The fact that the fruit company can make a fruit mobile phone in 07 years does not mean that he can make it in 2,000 years.

Lin Yan was able to make "Space Invaders" in the 80s, but he couldn't make a game like "Spore" in the 80s.

Even if it can be made, not many people will be interested. Because, compared to the general public who had not been exposed to video games at that time, this game was too difficult and too difficult.

It's too complicated to understand, but it's a game as simple as Space Invaders that can be widely welcomed.

Then the game becomes more and more complex, as if giving players a pre-skill, and slowly even very complex games, they can easily get started.

―――――― (To be continued.) )