Font
Large
Medium
Small
Night
Prev Index    Favorite Next

Chapter 2 The Superiority of the System

Wanhu has now begun to pay attention to the number of games launched every year.

In addition to the classic game series that must be withdrawn and the necessary new game expansion, some of the small-scale games are hidden in snow, and the part that is not hidden in snow will not be launched too frequently.

However, it is strange that after Wanhu concentrates on making several games like this, Wanhu Game's already considerable sales have once again increased significantly.

As for why this is, Wanhu External has many speculations about this.

But for the senior management of Wanhu, there is no secret.

This is just a more accurate judgment of user preferences.

Five years ago, no one thought that having a search engine would be helpful in making games, and eight years ago, no one thought that making movies would be beneficial in making video games.

However, Wanhu now owns Wanhu Search, which has a dominant position in China and Japan, and the vast majority of Google's shares, which have emerged in the United States in the past two years.

Wanhu mastered the entrance to information and knew what players wanted and liked.

The optimization made for this has brought Wanhu's game sales to a higher level.

And for the electronic art world, like Nintendo, they lack this big data survey model.

The electronic arts industry has no idea about electronic games. In addition to grasping the basic point of sports games, it is to see any company or studio making big-selling games, and it buys the studio.

Nintendo is relatively less generous, but has a smaller workshop.

Nintendo's life has not been good recently. The once arrogant Hiroshi Yamauchi has officially resigned, and Iwada Satoshi has officially become Nintendo's president.

Nintendo, a company that is still one of the world's top 500 companies, has even been the No. 1 market-capital company in Japan, but it still retains a very strong small workshop style.

They will not do any user analysis, and will not over-conform to users' preferences.

They just collect creative points of the game from the club.

Excellent games are basically produced by Shigeru Miyamoto and Satoshi Iwada, with no more than ten people.

Although this looks a little rustic, because the games they make are indeed interesting, although Nintendo occasionally falls into a trough, it almost never has the possibility of bankruptcy.

The electronic arts industry model is to acquire studios that have already been successful, and regard the success of these studios as successes that you will encounter when you acquire them yourself.

Of course, most successes prove to be just luck.

Even the studios that were originally able to achieve success in the electronic art world fell into a low point after being merged into the electronic art world.

What Nintendo adopts is to complete trial and error internally before the game is launched. It is said that among Nintendo’s 1,000 creative ideas, only one game can be turned into a game that players can play.

They use such high-cost internal trial and error, as well as the experience of veteran producers to maintain the sales of the game.

But ten thousand households are not like this.

Ten thousand households are even more rude.

Through search engines and various sales data, players' preferences are analyzed.

Then, abstract the players' preferences into a very basic element, and then transform these elements into suitable technical conditions, and finally create a game suitable for most players.

Of course, always conducting data surveys and focusing entirely on data is actually equivalent to giving up the exploration of new games.

Because only when players have played such a game, they know that they like to play such a game and will search for news related to this game.

It’s like no one has seen a ghost, so it’s impossible to describe a ghost.

For games that players have never played or types of games they have never seen before, they can only compare and imagine the games they have played.

And practitioners will not imagine things that do not exist out of nothing.

However, practitioners have an advantage, and an inevitable advantage of an ordinary player is that they are knowledgeable.

You should know that the most core players may have played all the games that have been released on the market.

but!

But they can't play too many internally eliminated games.

Those with knowledgeable practitioners will have more ideas and will naturally have new and strange ideas. The games they produce may set off a new trend.

Therefore, when Wanhu is engaged in large-scale production, he will also engage in some exploration games with small and medium-sized investment scale.

Once the exploration-type game is confirmed to be a big seller and has a wide audience, you will increase your investment and make the next series of works or similar games into masterpieces.

Not every game production company can achieve such mobility. Therefore, this is also the advantage of ten thousand households.

In the entire industry, all companies look almost the same. But in fact, everyone's living conditions can be described as very different.

Have you seen all the employees combined, including sales and front desk, and even cleaning the sanitation of no more than 100 old men and aunts, but they can produce stable output and sales of more than one million first-class gaming companies?

Unfortunately, Enix, the production company of "Dragon Quest", is such a company.

Before the merger with Square, Enix had few people. The only game they made was the only one called Dragon Quest.

All other games are basically games that Enix gets from contestants by almost making a fuss by making money by holding game competitions.

Some small game companies are also very happy to ask Enix to publish their own games.

Because the Japanese role-playing game was at its peak at that time, Enix was the development company of the national role-playing game "Dragon Quest".

Once the game is released by Enix, it means that the game is favored by Enix.

Even with the same game quality, 200,000 sets can be sold.

In this way, Enix maintains a streamlined personnel composition and launches games steadily.

Until the industry winter came, it merged with another role-playing game maker Square.

It seems that everyone in the industry is similar, but in fact, everyone is much different.

Some companies may have made electronic games very early, such as Taidong, but because of the company's own organizational structure, it is impossible to become Nintendo or Sony.

And the fact that Wanhu can develop to the present is not simply relying on games such as "Magic Tower", "Bubble Dragon", "Endless Fantasy" and other games.

What is more important is the superiority of the system.
Chapter completed!
Prev Index    Favorite Next