Chapter 621 Aria's Introduction (3) (Repair)(2/2)
In history, "Happy Farm" can be said to be the first social game to be copied by North American game manufacturers and achieved great success.
China's "Happy Farm" was launched in 2008 and achieved phenomenal success. In 2009, a game studio in the United States, Zynga, followed suit and imitate "Farmville". This copycat game relies on the Facebook platform that grew rapidly back then, and became the first social game on Facebook with a total number of users exceeding 10 million in just two months.
In the following years, the number of peak players in "Farmville" once exceeded 80 million, bringing large revenue to developer Zynga.
During its most glorious period, Zynga relied on the income from "Farmville" to hold grand carnival parties every week. The company also gave international travel to all employees and built a headquarters building worth hundreds of millions of dollars in San Francisco. Compared to a hard-working studio that bought out the operating rights of "Happy Farm" by Tencent for several million, Zynga was once in a while. Its later IPO was also sought after by the market, and its market value exceeded 5 billion.
This time, the new "Happy Farm" led by Simon himself relies on the Internet interface that Egret Company almost monopolized. It is the first Internet social game developed using the new Flash animation technology. It has won nearly 7 million players in just one week after being pushed by the homepage of the Egret Portal with more than 20 million active users in a single week, which is not much beyond Simon's expectations.
The number of users in "Farmville" reached 80 million at its peak. This time, Simon did not feel out of reach for the prediction of the global user scale of the Igret operation team's maximum number of users of the world of 50 million.
In the first quarter just passed, the number of users accessing the World Wide Web in North America has exceeded 52 million, the number of netizens has reached 85 million, and the number of Internet users worldwide has reached nearly 150 million.
It is estimated that by the end of 1994, the number of Internet users in North America will reach 115 million, and may be close to 200 million worldwide.
In 1995, with the large-scale outbreak of overseas Internet users, the number of global netizens may even reach 400 million.
This is the basis for Happy Farm's 50 million users worldwide.
On the other hand, the Internet at this stage is like the TV industry in the era of public television monopoly.
Because video entertainment modes such as cable TV and streaming media have not yet emerged, several major public TV networks in North America often have phenomenal TV series such as "Sein Fei" that ended with more than 70 million viewers. This was completely unimaginable in the era when cable TV was fully blossoming and streaming media was developing rapidly.
Similarly, the current Internet and entertainment content are far less abundant than the "Farmville" era. At that time, there was already "World of Warcraft" and YouTube. The production level of stand-alone game is close to the movie level, and smartphones have become allies. At that time, users had too many other options for entertainment.
Now, at least before other similar social casual games were released, there was only Happy Farm.
Not only that, the phenomenon of "Happy Farm" has obvious irreplicability. The two manufacturers in China and the United States that created phenomenal farm games have not broken their own records after launching products.
Therefore, in Simon's view, the peak user scale of 50 million players is not impossible for North America to reach, let alone globally.
Chapter completed!