Chapter 208: Online Game Harvest Period (4)

In July 2oo1, the online game version of "The Great Sage Chapter" was officially charged, and it made tens of millions of yuan in the first month. And because the game is self-produced and sold, the profit in the tens of millions of turnover is conservatively estimated at 65o yuan.

Online games are a long-term business, as long as the quality of the game is recognized by players, and the popularity does not decline. Such a high income level can be maintained for a long time.

Add in China's broadband penetration and the rapid growth of Internet users, even if some players get tired of it, there will always be more new players joining. Therefore, "Journey to the West: The Great Sage" can already be regarded as a huge gold mine!

The whole company was enveloped in a cheerful atmosphere.

Of course, after the online game version was launched, the partner company still did not give up its support for the stand-alone version. In fact, the stand-alone version of "Journey to the West: The Great Sage" has been updated more than ten times since it was launched more than a year ago. 6. The funds invested in the continuation shall not be less than 5oo yuan.

The server maintenance of the stand-alone version alone burns no less than 1o yuan every month, not to mention the game version, and now it is maintained for two or three months, and there is a frequency of updating patches.

If the online game version is the money printing machine of the small partner company, then ...... The stand-alone version may be the conscience of the small partner company. The profit earned on the stand-alone version is simply not enough to make up for the investment of the partner company.

However, even if the stand-alone version loses money, it is still of great help to the strategy of the small partner company.

The reputation of the stand-alone version alone has brought a large number of players to the online game version, which has been a huge contribution. Plus. The stand-alone version of the competitive competition also makes the status of the partner company in the game industry beyond the comparison of other peers!

"No matter how profitable the online game version is, the stand-alone version can't be given up!" Wang Qinian said earnestly, "The stand-alone version is not only a conscience product of our company, but also a touchstone for new games. ”

"Boss, you're right!" The game team of the little partner company has resonated with this.

In fact. Later online games. Qualitative assimilation has become more and more stringent.

It is almost difficult to innovate the theme and gameplay of various types of online games.

The vast majority of innovation is focused on business model innovation. That is, the playability of the game is no longer the focus. The focus is on the ability of an online game to make money.

And inside the single-player game. There are still creative works such as Total War, The Sims, SimCity, Dragon Age, FIFA, Need for Speed, The Elder Scrolls, and many more.

The future of single-player games is a loss-making business, and many game companies have abandoned this market. It is precisely because of this that there is sincerity in making stand-alone games. Moreover. Doing a stand-alone machine when the market is bad obviously also helps to get rid of impetuousness.

The most important thing for a team in a crisis is perhaps to make money.

However, the most important thing for a team with a good ability to make money is to maintain the original intention within the team. Let the game team be composed of people who love to make games, make movies and make music, and they are also people who love it.

Wang Qinian's most unhappy thing is that people who join a certain industry do not have any love and passion for the entire industry. This kind of person not only suffers for himself, but also harms the exhibition of the industry!

……

In August 2oo1, the second Lenovo Cup vs E-sports Championship was held in Beijing once.

In this year's competition, the sponsorship funds obtained are much higher than in the previous round. Moreover, this year's e-sports tournament has added a variety of e-sports games such as "CS", "StarCraft", "Warcraft", etc., so that professional gamers have more choices.

The addition of a large number of games from non-partner companies has not shaken the market position of partner companies in competitive competitions. On the contrary, the professionalism of the VS platform is further consolidated. Because, these gamers are also certified by the vs battle platform of Guò partner company.

For domestic professional players, VS platform certification is the most official and authoritative way to authenticate. If you can't reach the Gold Player level certification of the VS platform, then your strength will not be recognized as a professional player.

In this year's tournament, half of the professional players in the previous tournament failed to pass the guò primary and were eliminated. Obviously, this year's competition is more intense and brutal, and the strength of the players has improved again than last year.

Last year, some professional players have gradually formed professional clubs. Even, some professional gamers also have a series of commercial packaging such as brokers, advertising sponsors, etc.

I have to say that under the promotion of capital and media, the commercialization of e-sports is very fast, at least five or six years earlier than the e-sports exhibition in Wang Qinian's memory.

The biggest difference between the second vs e-sports and the previous one may be the CCTV live broadcast!

CCTV 5 and the sports channel bought out the live broadcast rights of the vs competitive competition, and filmed a team of reporters to shoot the program. The commentators of e-sports programs are selected on the vs platform of the partner company.

The live broadcast of CCTV Channel 5 also made the VS click competition attract countless eyeballs. The game, which is familiar to a large number of players, is regarded as a competitive sport, and is broadcast live on TV, which really attracts a large number of players, who are excited to talk about and tune in.

Although, the ratings of e-sports live broadcast are still inferior to football, basketball and other important events. But the sensational effect and topicality are very high.

CCTV broadcast the second Lenovo Cup vs E-sports Championship, according to statistics, the audience watched was about 5oo ~ 1ooo million, and even set a new high of 15oo viewers during the peak period.

If it is a World Cup, NBA and other events, such ratings may be on the street. However, the cost of live broadcasts of the World Cup and the NBA, and even the broadcast fees, are astronomical.

In the e-sports competition, the cost of CCTV can be described as very low. spent no more than one million yuan in copyright money, plus the cost of one million yuan in recording programs, in general, it cost between two or three million to achieve such a huge number of ratings.

In addition, during the e-sports competition, Lenovo and other sponsors of the competition invested tens of millions of yuan in advertising in the competition program. This month, in the competitive competition program, Lenovo's high-performance PC attracted a lot of eyeballs.

Many e-sports stars have also begun to endorse mice, keyboards, computers, headphones, eye drops, drinks and many other products.

Overall, CCTV has earned at least 150,000 yuan in advertising for e-sports programs.

Because, driven by huge interests, CCTV has even applied to the national sports department to declare e-sports activities as the 99th national sports event.

Historically, it was 2oo3 that esports was approved as the ninety-ninth sporting event.

However, esports events are really starting to take off, and they are accepted, at least until 2o1o years later. Because, many media are gradually realizing that esports has huge market potential, no less than sports events.

Sporting events are influential, often determined by the number of spectators!

How big is the market for esports events?

There are more than 100 billion gamers in the world, in fact, they are enthusiasts and participants. And e-sports programs are broadcast live on TV, and the number of viewers has also begun to reach hundreds of millions.

In addition, e-sports is closely related to the electronics industry, and there are many software and hardware manufacturers such as Microsoft, Samsung, Intel, and AMD that sponsor various e-sports competitions.

Many brands in the electronics industry are increasingly keen to advertise in programs such as e-sports in order to promote their products. Because, the audience of e-sports is basically its potential consumers.

All in all, with the launch of the small partner company, China has realized the commercial value of e-sports in advance! (To be continued......)

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