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Chapter 99 The Road to the Blue Ocean

"See you next time..."

This issue of "Takahashi's Party" has ended. After several years of development, "Takahashi's Party" has become younger, more entertaining, and more idiotic. Fortunately, it has not become aristocratic, and no relevant departments will criticize these points.

Although it is very sad, although many old viewers in the past feel that the program is getting worse and worse, the ratings of "Takahashi's Party" remain in a very stable range.

Although the old audience has left, the new audience is like leeks, being harvested one after another.

The reason why Wanhu's games can still have good sales after they leave the Nintendo system. Don't underestimate the role of "Player Heart", "Takahashi's Party", and various competitions held by Wanhu.

The champion of every competition, the lucky audience of every program, the lucky readers of every winning prize, and even every contributor.

They all invisibly expand the influence of ten thousand households.

Wanhu once conducted a survey, that is, players who have won the championship in Wanhu competition have almost all become fanatical Wanhu fans.

Almost all tens of thousands of households have to buy all the peripherals after purchasing the game body.

You should know that although Wanhu mainly focuses on games, in its revenue structure, the income obtained from selling peripherals accounts for about 40% of the total revenue.

From Tetris Gummies, to Slime Ball Pendant in "Tower of Magic", to the figures in "Bloody".

Although Wanhuo has no way to make money because of various peripheral toys like Wanhuo, the surrounding income still greatly enriches the cash flow of Wanhuo.

The remaining 60% of the revenue of Wanhu, of which the sales revenue of games can only account for 30%, and the sales of hardware account for about 10% of the profit. The remaining 10% is the revenue contributed by various industries under Wanhu.

The reason why the peripherals account for such a high proportion of revenue is that compared with the game body, the peripherals are not so easy to get out of date.

Although in common sense, it seems that there are fans around it. In fact, this is not the case. For example, the bubble dragon and Slime of Wanhu are very popular among girls. Many of these girls are not Wanhu players, and they bought it just because this thing is cute.

However, although the revenue accounts for a high proportion, the profit margin is not high. The most profitable game is the game made by tens of thousands of households themselves. The gross profit can reach at least 50%.

The cost of 50% is mostly hardware manufacturing costs, publicity costs and logistics costs. As for the cost of making the game itself, it is only about 10% of these 50%.

The smell of wine is afraid of the deep alley.

Especially the current electronic game market is no longer the state of being a vast market but lacking excellent games.

Although there are many fewer companies making electronic games, the surviving production companies and the games they make cannot be said to be unfunny.

In this case, if you want your own game to win, the promotional cost will gradually take up the majority.

Not only ten thousand households, but also Sega, but also Nintendo, the world's number one electronic game manufacturer.

Unlike "The Story of the Ranch" that has attracted much attention, few people paid attention to the "Brain Exercise", which has a very long name.

This game, which is more non-mainstream than "Story of the Ranch", cannot even be called a game.

It has no plot, only small games, and then there is a scoring system and a ranking system.

There are almost no knowledgeable players who like to play this game.

but……

Middle-aged office workers and elderly people who are not the mainstream electronic game consumer group are silently buying this game.

Although they don’t have any say in electronic games, the game “Brain Exercise” seems to have magical powers that attract them to buy.

The first day of "The Story of Ranch" reached 78,000 sets, and the first week sold more than 200,000 sets. It is almost certain that this is another super platinum work with sales of over one million.

However, although the game "Brain Exercise" is a bit of a mystery. Although the sales of only 8,000 sets on the first day, the sales of the first week actually exceeded 100,000 sets. And... the number of people buying it seems to be increasing.

This phenomenon has attracted widespread attention and discussion in the industry.

"You think why does Wanhu's "Brain Exercise" attract people who didn't play games to buy it?" Yokoi Junhei asked with a heavy face.

What kind of enemies people are most afraid of is not that they are powerful enemies, nor that they are weak and incomprehensible, but that they are both powerful and incomprehensible.

Although "Story of Ranch" is in a fierce momentum, Nintendo, who already has a lot of experience in electronic games, knows that the ceiling of the game type of "Story of Ranch" is not very high. No matter how sales are so great, it will not really defeat GB handheld consoles.

However, "Brain Exercise" is different.

This game with unqualified sales on the first day can be said to be a game with unqualified sales, why can the first week exceed 100,000? And the latest sales data are still growing against the trend.

"Can Iwada Satoshi say a few words?" asked Satoshi Iwada.

"Speaking."

"I think the success of "Brain Training" is not accidental but inevitable. Minister Junping, do you remember when you developed a game watch, where did the creativity come from?"

"It's a calculator that people play on the subway." Yokoi Junhei replied.

"That's right." Satoshi Iwada said, "I have been thinking recently about what are the applicable people of handheld machines. Needless to say, office workers are also part of them. However, heavy players and housewives are not very good at playing handheld machines. Therefore, although handheld machines have the inherent advantage of almost everyone being one. However, I think the final sales will not exceed the host, and will only be on par with the host at most.

So I wondered, can we expand more player groups? For example, older people, those who don’t play games?

According to the conventional method, our games either require quick reactions or have strong stimulation. However, this is not something older players pay attention to.

What do older people pay attention to? It is their own health and a longer life span.

Wanhu's "Brain Exercise" just fits this feature.

It promotes the detection of the age of a person's brain, and playing "Brain Exercise" can make people's brain younger and reduce the risk of illness.

These words are used with caution, and no word is absolute. However, it can make people feel trustworthy.

"Brain Exercise" is not so much an electronic game as an electronic health product that can make people feel at ease.

I don't think our enemies are in "The Story of the Ranch", but in "Pokemon", in "Brain Workout"...

Blue Ocean Market...

Ten thousand households have found a new path from a sea of ​​blood...

A road to the blue ocean…”
Chapter completed!
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