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Chapter 9 New Year's Game

Speaking of the recent interesting story, it is probably the story of EA's electronic arts threatening Sega.

The electronic art industry in the 1990s was not the distribution giant that later spread across the two major platforms, home computers and personal computers.

The electronic art world has not been founded for a long time now. Compared with the old computer game publisher, it has much less qualifications and much less resources.

Although Nintendo thinks that the games made by Americans are rubbish, Nintendo still respects the market in North America. It has won the support of several large electronic game publishers in North America.

The small electronic art industry is a fish that misses the net, and finally gets cheaper to Sega, which is won by Sega.

From the late 1980s to the early 1990s, due to the rapid expansion of Japan's economy, Japanese companies came to various lands in the United States to acquire large-scale land.

In fact, it aroused the rebellious psychology of many Americans. In addition, Japanese electronic game manufacturers controlled all the voice of the American electronic game world.

Although those high-end players, although playing electronic games from Japan, still feel that they are powerless and humiliating, and are extremely eager for a day when domestic games counterattack.

This is also one of the reasons why Takahashi was looking for American video game developers to cooperate with them to develop video games.

Although ten thousand households are strictly divided, they are also considered to be one of the Japanese manufacturers. However, unlike the strong Nintendo series, ten thousand households are still very gentle.

Like Wanhu, Sega has also chosen to launch many games made by Americans themselves.

However, the quality of games produced by most Americans is very worrying. Moreover, these American game makers may be used to freedom. They do not agree with the game distribution rules set by Hiroshi Yamauchi.

They do not agree that they want to publish games on one console, but they also have to obtain authorization from the console manufacturer and pay a license fee.

Although the electronic art industry also made games for Sega's console platform, they secretly cracked Sega's anti-pirated circuit in reverse, and came to Sega to tell Sega that they had cracked Sega's anti-pirated settings and planned to make the cassette for Sega's console themselves.

Sega people naturally think this is ridiculous and think that the electronic arts industry is doing this violates the law. However, the electronic arts industry is fearless, and their chairman directly said that if they do not agree with the electronic arts industry's practices, they can go to court.

However, the electronic arts industry wants to sue Sega for suspected "monopoly" and suggests that the judge make a judgment based on the "Anti-monopoly Law".

This sounds a bit ridiculous. How could the electronic arts industry, which was originally stealing people, turn things around with confidence?

But Sega was timid.

A dollar licensing fee was levied tokenly charge, and the electronic arts industry required the Sega logo to print it on their own cassettes, which would just be enough to obey Sega's certification system on the surface.

The reason why Sega was so cowardly is closely related to the historical background at that time.

You should know that because of the unprecedented strength of Japanese companies and the yen, the United States actually has an anti-Japanese trend from the official to the public.

The United States is another country that "builds a country based on lawyers" and is a "mainland of lawyers".

Any impossible judgment in the United States has appeared, and in the context of the strong aversion to Japanese companies and the yen, the electronic art world may really be able to declare Sega an antitrust.

Sega home appliances have no room for survival in Japan, and their main market is in the United States. Faced with the huge crisis of possible withdrawal and discontinuation of sales, they could only agree with the proposal of the electronic art industry with their noses.

I agree that the electronic arts industry can publish its own games on Sega's platform.

After obtaining this permission in the electronic art world, it has a large number of sports games on Sega's console.

All sports events that can be purchased with league authorization will be purchased with event authorization.

Although most of the New Year sports game series they launched are made of feces, the simple American players still buy after seeing the alliance certification.

The United States is another major sports country. Under such circumstances, the electronic art industry makes more and more money and the company's scale is getting bigger and bigger.

Of course, they have conflicts with tens of thousands of households in terms of industrial layout.

Although they have obtained more league authorizations than Wanhu because of American companies. However, Wanhu has also returned and returned with the electronic arts industry in the battle formation of sports games with their own gaming qualities and high-quality strategies.

In fact, the reason why sports games in the electronic art world are not fun is not because their programmers are not powerful, but because they have problems with their game production ideas.

I don’t know why they are too pursuing "reality" and seem to want to make any game a simulator for the corresponding event.

But how is it possible under the current hardware conditions?

The authenticity is not good, and the gameplay is not good, so the video games they make are not as loyal as tens of thousands of households.

Wanhu covers far more fields than the electronic art world, and its opponents are also more than the electronic art world. Therefore, there is no excessive gain or loss of suitors in one city, one place, one game.

After the establishment of the European League and after the establishment of the European Cup, Wanhu purchased the exclusive video game adaptation rights for the European Cup at a rocket-like speed.

The "Live Football" series produced not only achieved good results in the European game market, which was not yet well developed, but also achieved great sales in Japan.

Although Japan's economy almost reached the top of the world, Japan still envied white civilization from the bottom of its heart.

Because of the "Football Young Players" series, the sport of football has been greatly promoted.

Therefore, it is tall and has the European Cup League authorized "Live Football" and has achieved sales of 500,000 in Japan.

You know, this is on Sega’s platform! It is on a non-mainstream platform!

If this game was launched on Nintendo's platform, the sales of a single game may exceed two million and become a super platinum work.

Speaking of the standards of platinum works, in fact, each country and each region are different. They are based on market capacity.

The concept of "platinum" comes from the recording industry. Records with sales of over one million in the United States are considered platinum records, while those with sales of more than half a million are "gold" records.

When we arrive in Japan, more than 400,000 is already a "platinum" work. More than one million is a "super platinum" work.

In areas like Taiwan (Harmony) Bay, the sales volume of record exceeds 20,000, which is a "platinum" record.

There are many games with sales of over 500,000 yuan, but why do you pay so much attention to the "Live Football"?
Chapter completed!
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