Chapter 135: Online Games
The first online games were born in the 7o's. At that time, the game of Internet interaction, that is, the word mud. This type of game, from the late seventies, was popular until the nineties.
The so-called text mud is not only the display effect of the game, but also the text is presented in front of the player's eyes, for example, "Zhang San slashes you, crit, and causes 37 attacks." You have 1o2 health left. "You slashed Zhang Sanyi and was dodged by Zhang San. "Zhang San's anger is full, and he bursts out a big move, causing 153 damage, and you are already dead. "The heroine Li Xiaoyan said I love you, do you accept her love and go into the rivers and lakes with her? ”……
Such a rudimentary game, in the early boring and monotonous Internet environment, attracted a large number of fans. In the early years, many engineers and students fell in love with this kind of mud game.
In fact, MUD, as a thing that was about to be phased out, only began to spread to China in the 9o years and became popular in some universities. In the mid-9o, lovers of early Chinese mud games opened a bunch of Chinese martial arts themed muds themselves. However, after the birth of Chinese mud, it was only a flash in the pan, and it was soon replaced by more exciting graphic online games.
Graphics online game, at first known as the graphics MUD.
The first graphical online game, UO (Network Genesis), was opened in 1997 by O Higin Studios, a subsidiary of EA. This game quickly shook the world and subverted the definition of online games as soon as it came out.
UO can be considered the originator of M Touch RPG (massively multiplayer online role-playing game). Later, the mainstream M touch RPG online games "King of Kings", "Stone Age", "Legend", "Miracle", and "World of Warcraft" are basically. It's basically all improved on the basis of "UO".
……
"Our "Journey to the West" game is open, and the goal is online games!" Wang Qinian said word by word, "On the basis of "UO", we must be more innovative and more localized. In "UO", players do not have a professional level, our game can have a corresponding level, and players can level up by fighting monsters and gaining experience. In addition, the characters of "UO" are not beautiful, and we must make people beautiful. Of course, the freedom of the world of "UO". We are here to inherit and learn! ”
"In addition. Game branding is also more difficult. So, let's start with a single-player RPG. Wang Qinian said, "Open a stand-alone game." There is already enough experience in the country. You can dig people through guò. Even, it can be considered that Taiwan and other places are poaching. The stand-alone version of the game is made, in terms of quality. I want to go through "The Legend of Sword and Fairy" and "Swordsman Love"! ”
In the 9o, the cost of Chinese games was generally not high. For example, Taiwan's "Legend of Sword and Fairy" is known as the pinnacle of Chinese computer games "Legend of Sword and Fairy" series, the cost of opening was only two or three million at the beginning, and later, when it came to "Sword and Fairy 4", the cost was only 6oo yuan.
As for the Xishan Ju Battle, a subsidiary of Jinshan Company, the cost of its famous masterpiece "Swordsman Love" is also very low - only 3o yuan!
Of course, the gamification of "Journey to the West", the initial start-up capital of the stand-alone version, is more than 2oo yuan. The 2oo yuan is just a start-up capital, and additional funds can be continuously added during the opening process.
And the stand-alone version did not expect it to make a profit, in fact, when the stand-alone version of Wang Qinian's plan was listed, it was dumped on the market at a price of 1o yuan genuine.
In terms of sales, the partner company can be completely unprofitable, so that the sales channel can gain benefits.
After that, the stand-alone game of "Journey to the West" cultivated a large number of game fans. The online game version of "Journey to the West" will be released.
Due to the slow download network of many users in this era, everyone downloads a client with a few hundred MB, I'm afraid they won't have that patience.
Therefore, at the beginning of the online game, it was also in the form of a CD. Therefore, first go to the stand-alone version and establish a cooperative relationship with the channel. On the online version, it is also easier to sell line and point cards.
……
As the boss of the company, Wang Qinian believes that the biggest task is to lead the company in the right direction. Instead of leading the partners who are struggling with them to a point of no return with no future.
At present, Wang Qinian self-evaluation that he is still a very competent boss!
Because, the exhibitions of small partner companies are basically in the promising industry exhibitions. Needless to say, the Internet is the same industry all over the world.
And getting involved in the film industry, in many overseas countries, may not be a sunrise industry. However, in China, the film industry is too small in scale, so there is a possibility of recovering growth in the future, so the film industry in the world is not a sunrise industry - the Chinese film industry is definitely a sunrise industry!
For example, at this time, many people are not optimistic about the Chinese film industry, feeling that the film industry has entered a cold winter, the most difficult period in history. Actually, the three years from '99 were very difficult times!
After setting a record in 98, the domestic box office has continued to be below 1o billion in the three years of 99, oo, and O1.
It wasn't until O2 and O3 that the film industry gradually recovered.
At this time, in the eyes of many people, the film industry was struggling. But in Wang Qinian's view, it is precisely because of the depression of the film industry - actors' salaries must be very low, and directors, screenwriters and other related talents are forced by life to reduce their prices! Speculative film industry is the right time!
Because, many potential actors and directors in this era must be forced by life and feel pessimistic about the future, so they are willing to sign their brokerage contracts to some companies that seem stable and reliable at a very low price.
In the early days, film companies were able to dominate, mainly in the past few years, signing a bunch of actors and directors, holding a bunch of "deeds of sale" in their hands.
In the future, these "deeds of sale" may appreciate by a hundredfold or a thousand-fold, which is the basis for the hegemony of some companies. Even if the actor and director find a home and start paying for "redemption". But according to the execution of the contract, it is at least dozens of times the rate of return.
Therefore, now that I have seen some stars and directors who have not yet become popular, signing them and long-term contracts, I may be more profitable in the future than catching a stock that has risen dozens of times!
Of course, the opportunities in the online game industry are also very rare. In particular, China's online game market is inconspicuous at the beginning, but the future market potential will definitely make game companies all over the world drool in envy!
In 1999, China's online games were in a barbaric era. It wasn't until 2ooo that Taiwan's "King of Kings" began to operate in the mainland, opening the prelude to the domestic online game industry!
After that, the game that really linked online games to "huge profits" was called "Legend"! As soon as "Legend" came out, Xunchuang made a huge profit myth of hundreds of millions of yuan a year. Not only did it shake the game industry, but the giants of Tencent, Ahri, Baidu, and others in the early years witnessed the grand profits, and they were also envious and jealous!
The success of "Legend" is in addition to the fact that the game is easy to get started and has the potential to become a big hit. More importantly, it is the first to solve the problem of China's Internet recharge difficulty.
In the early days of China, it was very difficult to recharge on the Internet, and even a few years after the launch of online banking, the vast majority of early users did not have online banking accounts.
Therefore, "Legend" opened an electronic payment system that allowed the owner of the Internet café to deposit a part of the cash in advance on the starting account. After that, the owner of the Internet café can use the cash pre-deposited in his account to recharge the user's point card. The use of Internet café channels to solve the problem of recharge has made "Legend" a huge success and has become synonymous with online game violence.
Regarding these - Wang Qinian already knew in advance, as long as he did it, even if "Journey to the West: The Great Sage" could not pass "Legend", he was still very confident in the success of the operation. (To be continued!)
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