No. 061 There should be reverence for online games

Number 061 should be in awe of online games

On June 16, the daily sales were 57,600 yuan;

On June 17, the daily sales were 132,300 yuan;

On June 18, the daily sales were 208,500 yuan;

On June 19, the daily sales were 286,200 yuan.

The unanimous contempt in the online game forum must have brought some trouble to the Spring and Autumn Network operation team. However, do businessmen invest in games and operate games to make players boast about their goodness? Between applauding or not applauding and not applauding, the capitalists will inevitably prefer the latter.

Praise and scolding are not important, the operating income is the most real.

For example, the daily sales of 286,200 on June 19 are simply converted into an average online player providing 6 yuan per day, which is equivalent to an average of 47,700 players online. Other games, during the open beta of two months or three months, have an average of 40,000 online players, and they are happy to announce the success of their operation. And "Spring and Autumn of the Ten Kingdoms", with the banner of permanent free, abolished the unprofitable free beta period, and began to circle money on the first day of launch, and circled money to an average of 47,700 on the fourth day of launch.

More importantly, the circle of money accumulation in "Spring and Autumn of the Ten Kingdoms" is not just addictive to death, from June 16th to June 19th, you can clearly feel the player's enthusiasm for krypton gold is getting higher and higher day by day. When potential players understand the unspoken rules of "recharge = combat power", and when RMB players are familiar with this set of mechanisms, the daily sales of "Spring and Autumn of the Ten Kingdoms" have slowed down, and at this time, its base has been so large that Chang Mingxia and Jing Minqiang were shocked and speechless.

On June 26, the daily sales were 793,000 yuan;

On June 27, the daily sales were 800,000 yuan.

Simple conversion, daily sales of 800,000 can be converted into 133,300 players online on average. The average number of online players is only about 300,000, and although "Spring and Autumn of the Ten Kingdoms" is endlessly despised by the paying player group, the profitability of "Legend of Blood" has bucked the trend and rushed to one-half of that of "Legend of Blood".

The considerable profitability of "Spring and Autumn of the Ten Kingdoms" did not attract the timely attention of the Chinese online game industry.

Public opinion in the online game industry has formed a trend of contempt, and all game manufacturers have subconsciously made a judgment: "Spring and Autumn of the Ten Kingdoms" has died of scolding, what competitiveness can it have?

As for what simultaneous online data and average online data, 150,000 is high, and game manufacturers don't believe it very much. Because, data can be misrepresented. In 2002, the National Day Grand Internet engaged in gimmick publicity, and once deliberately played with words, and an announcement popped up during the "Legend of Blood" event saying that 10 million were celebrated online, who believed it? At that time, the total number of netizens was only how many, and how many online gamers were there at that time. It's really as exaggerated as 10 million online, and at worst, there should be an average of 1 million online. By analogy, the daily sales are 6 million yuan, and there should be 180 million sales in January, but how much revenue did you Shanda Network have in total in 2002.

No one believed the propaganda of "Spring and Autumn of the Ten Kingdoms".

The online game industry has regarded "Spring and Autumn of the Ten Kingdoms" as cannon fodder to die on the stage of needless innovation.

The focus of public opinion on online games is all focused on the tearing between the two legends of "Legend of Blood" and "Legend 3", and on the deception between Shanda Network and Guangtong Communication. "Legend of Blood" followed the launch of version 1.75 of "Infinite Country" on May 27 to snipe "Legend 3", and Shanda Network launched version 1.76 of "Reload" on June 28. Version 1.76 "Reloaded" is a supplement to version 1.75 "Unlimited", but the effect is very good, and many players in the "Legend 3" open beta have ignored the free experience during the open beta and returned to the arms of "Legend of Blood".

However, the fierce battle between "Legend of Blood" and "Legend 3" did not impact the sales of "Spring and Autumn of the Ten Kingdoms".

The reason is simple, the target customers of the two games are different.

Players who are obsessed with "Spring and Autumn of the Ten Kingdoms" and are willing to spend thousands of yuan and tens of thousands of yuan will find it extremely difficult to return to relatively fair paid games.

Some players want everyone to be equal in the game, and with a good sense of operation and a little luck with good equipment, I have the opportunity to abuse the nouveau riche like the coal boss. However, this superficial equality of all people is actually a kind of inequality. The reason why these players are able to dominate the game is that they have a good sense of operation, and the second is that they invest a lot of energy and time in the game, and then gain the capital to crush other players in the game world. This kind of player, who claims equality, fairness and justice, is actually pursuing to crush those players who do not have enough talent and time with their talent and time capital.

This kind of behavior cannot be criticized.

The player's pursuit of justice is just like counterattacking life in the real world through talent and expertise (operational awareness), hard work (investment of energy and time), and luck at some critical moments (equipment burst rate). Whether in the game world or in the real world, people's hearts are still like that.

Players under the permanent free mechanism, their pursuit in online games is very simple and crude, that is, the pursuit of inequality, that is, the pursuit of a thousand abuses and killings. However, this apparent inequality is actually a different kind of equality. The reason why RMB players are able to dominate the game is backed by real-world RMB reserves, which is the fundamental reason why players ridicule them. However, the core question is, where do RMB players get their RMB from? Not all RMB players are the second generation of losers, and not all RMB players are embezzlers. The vast majority of players, especially those who recharge thousands of yuan and tens of thousands of yuan for office workers, all their RMB savings come from real-world efforts

Looking at fairness from this perspective, the question is simple.

Some players invest most of their spare time and energy in the game world, hoping to gain stronger capital than other players; The other part of the players are busy with overtime or other lives, and most of the energy is invested in the real world, and then through the leverage of the mall system to exchange RMB for the privileges of the game world, hoping to obtain stronger capital than other players.

No one is nobler than the other, everything is a matter of return on investment.

The market is divided, and some game manufacturers are willing to serve the former and reach the limit, which is probably "World of Warcraft"; Some game manufacturers are willing to serve the latter, because the latter tend to have more spending power, and a recharge impulse is equivalent to a monthly card for several years, so game manufacturers do not need to go to the limit, and they can get good returns by serving a very small number of RMB players.

As a result, Huaguo Future is full of forever free online games.

If Wei Dongsheng is a player, an ordinary player, and an ordinary player who has time to play games, he must support the former as a matter of course; If Wei Dongsheng is a busy office worker with an annual salary of 500,000 or 1 million, and he encounters a favorite game but suffers from not having enough time to brush up on tasks, he is naturally willing to spend 100 yuan a day in exchange for real working hours.

For example, no matter how fun and attractive World of Warcraft is, if Wei Dongsheng is busy until 1 a.m. every day, he will definitely not have enough time to play a copy with his teammates in the game. Over time, Wei Dongsheng will inevitably fall behind and eventually leave "World of Warcraft" lonely. As for the other option, give up your real-life job and stay in front of the computer on time and play with your teammates...... Hehe, don't be kidding, no matter how much Wei Dongsheng likes "World of Warcraft", it is impossible for him to take his whole life.

There is nothing to do with morality, only profit.

No matter how nice it sounds, it can't deprive those players who don't have enough time to love online games.

The player group for "Spring and Autumn of the Ten Kingdoms" is precisely those who have enough time but no money and those who have money but do not have enough time for paid players.

It doesn't matter whether the game mechanics are good or bad, it's just that the customer groups they target are very different from each other.

In this era of pay-to-play everywhere, Ten Kingdoms is the only option for players who have enough time but no money and those who have enough money but no time. Therefore, in addition to the whirlpool of fierce competition between "Legend of Blood" and "Legend 3", the simultaneous online data of players of "Spring and Autumn of the Ten Kingdoms" has quietly and slowly increased, and the daily sales are also quietly and slowly increasing.

In the summer of 2003, the online game market was full of swords.

"Legend of Blood" version 1.76 "reloaded" won unanimous praise from legendary players, "Legend of Blood" slowly returned in July, while "Legend 3" started high and went low, quietly changing the slogan of 400,000 players online at the same time to 300,000 players online at the same time. Shanda Network maintained its rhythm and continued to snipe Guangtong Communications, Guangtong Communications announced that "Legend 3" will be officially charged on August 1, and Shanda Network will immediately launch its own copyright product "Legend World" on July 28.

Since then, the Legend brand has been split into three games with similar but different styles: "Legend of Blood", "Legend 3" and "Legend World".

Shanda Network has high hopes for "Legend World", hoping to divert all "Legend of Legends" players to "Legend World", so as to get rid of the copyright restrictions of Korean companies. It's a pity that the technical team of Shanda Network is currently unable to pick up the heavy burden, and the "Legend World" released in a hurry is not comparable to "Legend 3" in terms of graphics and smoothness, and even "Legend of Blood" is much inferior. Shanda Network's player migration plan ushered in a major setback, and after seven days of open beta, it was embarrassing to celebrate that the number of concurrent users of "World of Legends" exceeded 120,000.

Secretly, Shanda Network is even more in a state of anxiety.

At the same time, Tencent's "Triumph" also released an open beta version at 7 p.m. on August 1. In addition to the legendary series, Wei Dongsheng pays the most attention to "Triumph" and follows its progress in a timely manner. Unexpectedly, the rescue of Chang Mingxia, a white swan who has lost her elegance in this world, has become a joke in "Triumph". First of all, "Triumph" uses a 3D picture structure, but because the player's computer configuration can't keep up, there are jagged shadows; Secondly, the server crashed before it was officially operational for 12 hours; In the end, players in the Northern Netcom area were depressed and found that the latency rate was unbearable.

Chen Tianqiao, the head of Shanda Network, ridiculed Tencent: "We are in awe of Tencent's entry into the field of online games, but Tencent must also be in awe of online games themselves. ”

When the online game media ridiculed Tencent, Fu also brought Spring and Autumn Network to criticize it by name, saying: "Tencent and Spring and Autumn should be in awe of online games." ”