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Chapter 57: The Work of Change

The group of gamers is a bit strange, they seem to have no idea of ​​long-lasting feelings.

For a game, it seems that it is the time when you have never got it, and it is the time when you look forward to it and like it the most.

In fact, saying this is a misunderstanding of them. It is not that they are not affectionate, but that there are too many new games launched.

Just like Japanese animation is divided into four quarters every year, with more than a dozen movies and dozens of movies per quarter. Even if an animation enthusiast is passionate, where can he grow?

In fact, in the field of electronic games, there are quite a few players who are always in love.

For example, in the United States, there are countless players who may not be able to play other games, but they have been waiting for the new work of the "Sims" series.

It has been decades since the commercialization of electronic games. Over such a long time, not only the game itself has divided into many detailed types, but also players have begun to differentiate into several large groups.

Almost all of the players who have the right to speak are veteran players, and they spend a considerable amount of time in their lives on electronic games.

Although they have different views on a game because of their own preferences, they generally have the same aesthetic tendency for games. What they praise often becomes "high-end games".

However, in communication science, if you follow the crowd and praise a game, it will not attract attention, so they always play some unpopular games intentionally or unintentionally and praise them as masterpieces.

Although these so-called masterpieces do have the highlights claimed by the leaders, the reason why they are unpopular is that in addition to the poor publicity, many times the rest is because the game itself has too many flaws.

It's like a cat, with only one claw, and it's ugly everywhere else. So those poop shovelers who look at their appearance will most likely not like this cat.

Those "unpopular masterpieces" are different from those cats that only have good claws. At least if those cats don't look at them, they won't feel anything.

However, if "unpopular masterpieces" want to experience its highlights, they must endure those flaws.

These opinion leaders who are good at picking bones in eggs and yolks in bones, and always like to "lead the trend", are gradually no longer favored by big game publishers.

Because, even if their own game is very complete, they can easily find some problems and expand them, and then criticize them.

Of course, generally such crazy gamers generally have a relatively single source of income. They even have no source of income at all.

You know, although electronic games are interesting, they cannot completely replace real life. If a person's life is occupied by electronic games, except for saying that he is empty, he can only be said to be empty.

It is easy to shut up, just spend money. Even if you spend too much money, they will praise others in turn.

These people who eat media are becoming more and more similar to those who review the car, and they are gradually making a living by smashing their jobs.

As the world's most advanced capitalist country, the United States naturally has a stronger tendency.

Why do game manufacturers pay so much attention to these guys?

It is because these guys actually influence the most backbone electronic game consumers, that is, those players who will not lack electronic games in their lives but will not completely point to it to live.

These players are the target consumer groups of game manufacturers. These players have a demand for the quality of the game and have their own aesthetic tastes, but they will be influenced by other people's opinions.

They are so satisfied and easy to spend money, so the big manufacturers naturally like it.

The audience of the "Sims" series is different.

Although the United States is the world's largest electronic game consumer market, there are actually many people in the United States who don't play electronic games very much.

For them, although they always see ads, so what?

Electronic games cannot be eaten or drunk, so they will not play electronic games.

But, how could that be so absolute?

The reason why the electronic arts industry can make so much money every year is because they earn a large number of groups who didn’t play electronic games at all but love sports competitions.

Even if the quality of those sports games is a little worse, they can pay as long as they are given the name of a certain star or a certain league.

After all, for them, the satisfaction of being able to play their favorite stars with their own hands comes from outside the game, but it is satisfying them because of the game.

The "Sims" series is different, and this evergreen series is not as time-consuming as sports games.

The 1998 version will not be sold until 1999.

Its user base lies in a large number of people who like socializing but are afraid of socializing.

Don’t think that few people are afraid of social interactions, and interactions between people are often the most complicated.

Sometimes, even a word is not good, it can cause big problems.

Therefore, if there is a social game that allows you to structure your character relationships at will and play casually, then many people will definitely like it.

And the "Sims" series meets this need.

What should a young woman do if she wants a talented young man to like her but not talented young man likes her?

Come and play The Sims!

What should I do if a young black man was born in a slum and wanted to achieve his dream with music, but could only hold others on the street and force them to buy their albums?

Come and play The Sims!

In real life, everyone is not the protagonist, but in The Sims, you are the protagonist!

Therefore, a large number of people who encounter difficulties in real life will buy "The Sims".

They can be housewives, black teenagers, or young white-collar workers.

Many people who don’t play video games at all only recognize this game.

Therefore, the sales of "The Sims 2" can reach the terrifying level of five million sets.

Even the target sales volume of the Sims 2000, which has a $10 million promotion budget, has been set at a terrifying sales volume of 10 million sets.

Not only has the American drama "The Sims 2000" been launched, but there have also been advertisements about "The Sims 2000" on many reality shows.

This wide-ranging publicity has made those who have played the old works of the "Sims" series begin to look forward to this new "Sims 2000".

This one is said to be a unique and new work of transformation.
Chapter completed!
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