Chapter Seventy-Eight: The Map Editor

The pre-release publicity of "Warcraft" is not even as loud as the mini-games on the average super red and white machine. There is only a half-page advertisement in the "Chiba Game Monthly", which is a giveaway for members of Chiba Games in North America.

However, just half a page of advertising attracted a large number of players to order Warcraft floppy disks to retail stores.

In order to stabilize the game, game stores generally doubled the number of pre-orders and placed orders with the North American branch of Chiba Games.

If there are too many middlemen between the game store and Chiba games, there may be a bullwhip effect. A large number of "World of Warcraft" floppy disks are required everywhere, causing production capacity problems, and it seems that there are shortages everywhere, but when it is actually released, it is found that there are many floppy disks that no one buys at all.

It's a pity that the North American branch of Chiba Games will not let such a thing happen. As a result, Chiba Games North America Branch, the implementation of the product responsibility system. If you can't sell a product, you can return it to Chiba Games. This kind of sales model with a lot of responsibility.

Therefore, Chiba Games directly killed the middlemen who got in the way. The sales model of Chiba Games is mainly based on a flat sales model.

There is basically no such thing as a bullwhip effect, and even if there is, it is not very serious.

However, this sales model, although it is a bit obvious, but the disadvantage is also obvious, that is, in such a sales model.

Chiba Games North America has a lot of things to deal with. If the North American branch of Chiba Games is a local enterprise in the United States, it may be made lose its temper by such high human resource costs. Choose to compromise with the dealer model.

However, Chiba Games as a Japanese company. One advantage is that he can recruit people from within Japan. Working in the U.S., even if you need to give more bonuses, costs and efficiency to these expatriates, is still better than hiring U.S. employees.

At least, there are no unions, and there are no strikes at every turn, and overtime and so on are commonplace.

In addition, it is the advantage of Chiba Games as a high-tech company. Chiba Game Headquarters, dedicated to North America. Created a sales program to make the office more efficient and paperless. All data, just press the keyboard, click the mouse and it will be clear and clear.

This program has also greatly improved the efficiency of Chiba Games' North American branch. Even, selling this software to the U.S. market, there are many companies that buy it, and the sales and income are quite considerable.

Warcraft is a game. Compared to StarCraft, it can be said that it is simpler. Because it's a little slower.

However, the big killer of "Warcraft" is not a rhythm version. It can be played by more people. It's the other one, and that's the map editor.

This thing is almost the main driving force behind the ten-year lifespan of Warcraft III. When Warcraft is in battle mode, and campaign mode. It's already boring. All kinds of player-developed maps are unusually popular. renewed the life of "Warcraft III" for several years.

Lin Yan was still at the time of the launch of "Warcraft". Battle.net was officially launched. Allowing Warcraft to be able to play online.

Don't think that it is not difficult to launch Battle.com.

In fact, without the cooperation with many laboratories, it is basically impossible for Chiba Games to independently develop an algorithm that reduces network latency and improves the smoothness of the game.

It's not that the R&D capabilities of Chiba games are not good, but the accumulation of Chiba games is more in video games. I'm really not very proficient in network technology.

Of course, even with the Battle.net function, there are not too many computers with the Internet now, and more of them are computers in the computer rooms of various universities.

Universities' demand for the Internet actually comes from literature searching. In the era when there was no Internet, it was very, very laborious to retrieve a paper.

Moreover, the schools that can do it are all famous brands among famous brands, with strong capital, and have established a large library.

With the Internet, the search for these papers has become much easier. Just type keywords into the database.

This is the driving force behind the non-governmental promotion of the Internet, and as for the later use of the Internet to listen to songs, use the Internet to watch movies, use the Internet to chat, and use the Internet to play games, they are all products of the development of the Internet, a form with infinite possibilities.

Lin Yan's idea is very simple, what he wants is to build a platform like a red and white machine, a super red and white machine, on a personal computer.

Of course, according to the openness of personal computers, there are so many compatible machines, and it is impossible to build this platform with hardware.

So, both the map editor and Battle.net are the first steps. Next, he wanted to build a web software platform.

It is possible to download the game, play the game, buy the game on the platform.

Of course, this assumption, in ten years, is not very promising. Because, with the current alarming Internet speed, it will take several algorithm innovations and hardware innovations to make downloading games feasible.

Of course, there is one problem with games sold on digital platforms.

That is, whether this game belongs to the player to buy it, or whether it belongs to the player to rent it from the game platform.

Because, if you buy a physical storage medium, you can play when you want, plug in the cartridge, put it in the floppy disk, and you can play. On digital platforms, there is no such entity.

That is, if at any time, the player's account is blocked, or the platform is closed. This game is gone. It's like the player never bought it.

Of course, Lin Yan didn't encounter many such problems when he was in China.

However, in the game industry, the United States and Japan, which developed relatively early, this problem is a very serious problem.

It is not impossible to cause players to resist digital platforms.

This has happened before.

"Warcraft" and "StarCraft", which are more confrontational games, are indeed more suitable for men to play.

A Warcraft player who is not particularly skilled in battles, while researching the Warcraft game folder, suddenly found a map editor as a runnable file.

When he opened the file, he felt that a door to a new world had been opened.

Can you make a game very easily?

What kind of game do you want to make?

This player, looking at the map editor, was completely drunk. (To be continued.) )