Chapter 139: The Sprout of Culture
The official forum of video games has almost begun to be a boutique community, and it may not be comparable to the ferry post bar in terms of traffic and number of posts, but the quality and management of posts far exceed that of other game discussion communities.
"Video Game" is the first to provide developers with industry statistics, but also the most authoritative game evaluation media, the portal has the most complete game library in China, and even many games are not added to the library may not have players know that they have been online, and even the website also provides the latest and most complete foreign game consulting.
The domestic game media has entered the era of a hundred flowers, but this media's advantage over its friends is greater than that of Shengda among game manufacturers.
Since the announcement of this game in November last year, the forum has opened a special area for "Eternal War", but at that time, everyone was mainly discussing the game content revealed by the official through the news, plus their own speculation, the number of posts per day was about 100.
As the game's launch date approaches, coupled with the previous waves of events that have skyrocketed in popularity, the number of new posts in the zone has exceeded 2,000 per day.
Since the official launch of the game, the current average number of posts per day is 14,000.
Looking at other game areas, there are 4,000 in the popular "Warcraft", 7,000 in the same period "Beyond the Line of Fire", "Dungeon Warriors" has not yet been officially launched, and it is currently 1500, and there is another widely watched contemporaneous "Human World 2" with only a pitiful 900.
Players share their experiences, game strategies, hero operation skills, practical team battle routines on the forum, and of course, there are many ♂ meetings and grassroots reviews.
Now the highest post on the floor has more than 20,000 floors, and his cause is this:
At first, a player posted in this area, complaining that he had encountered a pit in the game, and he was unconscious of poor technology, and he liked to show and loved BB, exposing the player's ID, and by the way, I warned everyone to pay attention if they encountered it.
I didn't expect that buddy to also visit this forum and see this post, so he was dissatisfied and immediately retorted.
Both of them are more restrained and don't have any radical words, they both want to fight on the basis of reason, convince people with morality, and also took out a screenshot of the data of the game, analyzing the merits and demerits from all angles from strategy to tactics to operation, and there is a trend towards the development of technical stickers, so the moderator did not delete this post.
It was just an ordinary tearing incident.,The two scolded each other for more than a hundred floors.,One side is really a little short of words.,So I said don't talk about those who don't have it.,Come to the game solo.。
The other party knows that he can't beat it, so he can only say that it's not interesting to have a solo with you, and Lao Tzu will take you away casually with a set of QWER.
As a result, "QWER set to take away" suddenly touched the G-spot of the onlookers and became a new generation of Internet hot words.
Players are never short of entertainment and creativity, and the post is suddenly crooked, and everyone creates a new way to communicate with the content of the game:
"This group of people upstairs, I really can't take it."
"You talk, I'll slip over the wall first!"
"I said I was going to memorize 100 words, but I couldn't help but forget (one) ~~~"
"You run the whole way, and I slide in the Phantom Ninja Zone."
Etcetera.
Then everyone began to repeat the hero lines in the game, and they were able to achieve the purpose of simple communication.
Within a few days, these discussions began to spread to other forums or fields, and even some people who didn't play the game heard these sentences from others, and learned to use a QWER set to take them away.
No other game has ever created so many buzzwords in such a short period of time, and Eternal War is starting to sprout as a special kind of online culture.
……
……
On March 24th, Qingyu Network released the test data of "Eternal War" for the first time.
As of 21:07 p.m. on March 23, the PCU of "Eternal War" reached a peak since the beta began, 185,000.
In fact, the highest simultaneous online on the day of the test was 97,000, which was almost the ultimate that Qingyu Network could do, but Xia Qingyu felt that the gap with the 200,000 of "Beyond the Line of Fire" was a bit big, not very good-looking, and he didn't want to announce it as soon as possible.
It wasn't until after the game's word-of-mouth began to ferment that more players poured in, and because of the help of ultra-high retention, it quickly climbed to 185,000 in less than a week.
This ultra-high retention refers to 70%.
There will be no leaderboard for retention, and no media will count this thing to rank a historical ranking, because it is too easy to cheat.
For example, the operator can set the service opening time at 23:59 in the evening, and the next day will be the next day just one minute after the service is opened, so that the next day's retention of your game can be almost 100%.
But what's the use of that? A meaningless waste of data will not be able to retain more players for the game, and it will also blind one's perception of the quality of the game.
But both friends and the media know what miracles the horror of "Eternal War" has created and what it means at the same time.
With a steady influx of new players and a retention rate of old players, the game will have a terrible upward curve in terms of player growth.
No one can expect Eternity War to have a high retention rate only for the next day, and the longer-term retention data will suffer Waterloo.
Because at the same time, the average daily online time of active players is 6.3 hours!
An active player is a user who logs in every day, and as long as you log in once, even if you just come up and look at it and close the game, you are considered an active player.
Now "Eternal War" has reached 410,000 daily active users, because it is a freshness that has just been launched, and the proportion of simultaneous online users is a bit terrifying.
With an average of 6.3 hours, this means that this game has a terrible stickiness for players.
As the editor of "Internet Software", a wave of streams, said, addictive, toxic.
It is common sense that the more sticky a player is, the less likely it is to churn.
Moreover, the herring fish game has announced the update plan for the next version, and the continuous new content will stimulate the activity of players.
Each active player completed an average of 9.3 matches per day, and 3.81 million matches were completed in one day across the server.
There are also some players who can't understand it, but feel that it is so powerful, such as the herring fish network server routes 24.3 million events every day, and needs to process 286 messages per second, which is purely out of Xia Qingyu's desire to show off.
After stepping into the field of terminal games, Qingyu Network handed over an answer sheet that far exceeded everyone's expectations within a week.
In February, people discussed and compared "Eternal War" with "Beyond the Line of Fire", "Dungeon Warriors", and "Human World 2", but they actually had enough respect for it and Pasca.
It's just that he never thought that he would refresh everyone's perception of this game, this company, and this MOBA genre with such a attitude.
There has never been a month like this in the history of Chinese games, and only two of the four highly anticipated titles have been launched so far, and these two games are already certain to enter the historical hall level almost within a week of the launch of the server.