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【Chapter 346: Playing is Ecology】

Never doubt the love of game enthusiasts and players for the game. As long as they encounter a game that they can't put down, they will try their best to play it, remove half of the uninterested players from these players, remove half of the players who have no financial ability among the remaining users, and start to prepare for financing and purchase, and remove some of the groups from the failed financing and unable to buy the perception helmet. After many conservative exclusions, the actual amount left in the end is still quite large, because the total base of game players is too large, and the base of 1.4 billion is still an extremely huge even if it is excluded multiple times.

Ren Hong tried to create a vibrant "virtual ecosystem" in the "virtual world". If you want to realize this idea, the first premise is to have someone, and at least have a certain scale base. The entry of gamers in this problem will be perfectly solved.

The player group is undoubtedly something that Ren Hong likes very much. It is no exaggeration to say that the player user group is the first driving force for the rapid popularization of the "virtual world". It is very necessary for Ren Hong to bet heavily on this group of users and is absolutely worth the money.

Ren Hong paid attention to this Tokyo video game exhibition. The information feedback from players on site is a reference. The enthusiastic game players still have not changed. The information feedback on site gave great confidence. Ren Hong used the most conservative data to roughly estimate it in his mind. If the conservative data estimates the final average sales of 13 works will be 5 million copies, the total sales will also reach 65 million copies. Putting aside the factor of some players buying multiple games, the sales of the helmet will be at least 40 million, which means that the initial number of users has reached the level of tens of millions. If the price of more than 30 billion is considered to be worth the money.

Only when players enter the "virtual world" can there be a concept of the number of users. With the user base, players cannot keep playing games. At this time, "virtual socialization" can show their strength again.

The biggest purpose of "virtual socialization" is to allow users to stay in the "virtual world" as much as possible, so that the initial "virtual ecosystem" will slowly take shape. More people participating means that business opportunities will gradually increase. Driven by wealth, these people will enter this field, and these people will further provide more content and services for the "virtual world", and repeat this cycle.

Consumers and users who enjoy more high-quality content and services in the "virtual world" will have greater adhesion to them and stay longer. The more people participate, the different needs of each person will be. In order to meet these needs, rich content supply will follow one after another. The Internet concept of guiding "traffic monetization" is also effective here. Whether it is advertising business or various other needs or supplies, all the basis must be based on a huge number of users.

Rich content and services will drive more people to participate, gradually forming a favorable virtuous cycle, thereby continuously enriching the content of the entire "virtual ecology". As time goes by, as more and more people participate, more and more content and services will naturally be produced. The richer the content, the healthier the ecology, and the more people participate. A complete "virtual ecology" will naturally form, and a comprehensive and diverse ecology will be stable and unbreakable.

When a series of business activities are increasingly established on the "virtual world", it will become the source of money. As the "virtual world" platform, Matrix Technology, which maintains stability, is out of the matter and does not directly or even indirectly participate in the commercial competition within the platform. Every company, organization or individual that creates wealth on the "virtual world" platform, Matrix Technology will pump a very small part of it from them, and gather bit by bit into a vast ocean. At that time, countless money will flow into the Matrix Technology account at every moment.

It is obvious that Ren Hong not only makes it difficult for others to reach in technical research and development, but also does not lack excellent business acumen. On the "virtual world" platform, he has made the relationship between the platform and the participants the most harmonious. On this platform, only if you make more money, I can earn more money. Only if you are strong can I become stronger. This is a typical DT model and altruistic idea.

After confirming this series of news, Ren Hong did not pay too much attention and shifted his attention from the Tokyo Video Game Show and the players to another place.

After closing the streaming video reports connected to Japan, Ren Hong quickly recalled a series of other real-time news about the progress of major sectors of the "Virtual World" project.

In terms of several core content sections of the "virtual world", the game section and users' problems. After seeing the Tokyo Game Show, Ren Hong felt much more at ease. In terms of content, in addition to games, there is also "virtual socialization", which is also very important. Ren Hong does not make content himself, but he is very clear that a product, especially a smart electronic technology product, is also extremely important in addition to excellent hardware and platforms. Only when the two prosper and coexist, will the product succeed?

If "virtual games" are the prerequisite for allowing users to enter the "virtual world", then "virtual communities" are undoubtedly a major factor for users to stay for a long time. Only when a large number of users stay for a long time can the ecology be healthy and stable.

In socializing, there is probably no other person in this world who understands socializing better than Zuckerberg and K. The content of "virtual socializing" was created to K's team. Mark Zuckerberg was indeed full of sincerity. After the visit to China, he returned to the company headquarters in Monroe Park, California, and he immediately drew an elite team from the company to Matrix Technology.

At present, this team has fully mastered relevant skills since they came to Matrix Technology. The live progress report shows that as early as eight days ago, the team ended the internship stage with excellent results, fully mastered the content production tutorial of the "virtual world", and officially entered the production stage of the "virtual community" a week ago.

As for the game content production sector, the four major third-party game development companies and Roberts Studios are still in the internship stage. Everything is progressing smoothly. All tutorial stages are completed and mastered within the expected time. It is expected that 13 "virtual games" that have been established can be officially developed in one week.

The production of game content is time-consuming and energy-consuming, especially for developers who pursue creating high-quality products. Ren Hong's request is simple and crude. The task assigned to the four major third-party game companies and Roberts Studio is to have good and sufficient high-quality masterpieces to enrich the content of the "virtual world" for users and players to consume.

A masterpiece of 3A-level game has only two or three hundred production teams. This number is already very luxurious, but with the urgent and demanding time, such a team size cannot create a real quality. But time can be exchanged for US dollars, and Matrix Technology once again uses tried and tested "tactical" money to open the way. Works confirmed by major developers such as "Final Fantasy", "Assassin's Creed", "The Wild Case", "Grand Theft Auto (gta), "Tomb Raider" and other high-quality games, each game development project has risen to the scale of 1,000 people.

Such a team's development and production scale is fantastic and epic. What you can see is that after these 13 game works, new production standards will come into being. 3a-level games are no longer top-level, and 3s-level games are the top-level standard configuration in the future.

(To be continued.) (To be continued.)
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