One old pay; million players online!

In the three years since Lin Feng created "Second World" and introduced "Legend" to China to create a new wave of the Internet era, the operation industry has already had a fairly mature concept of online games. According to industry statistics. When an online game can have 100,000 people online, the game can continue to operate; when an online game can have a million people online, the game operating company’s monthly net profit will be tens of millions of RMB; When an online game has tens of millions of people online, the profit of this online game will be immeasurable.

Witness the popularity of "Virtual Life". Many game companies are full of envy for "Second World". The previously simple "Crazy Farm" swept the world, and now it contributes tens of millions of dollars in profits to the "Second World" every month. This financial report makes all companies jealous. Now a "Virtual Life" has once again set an online record for large-scale online role-playing games, which makes all game companies at home and abroad deeply jealous.

The lucky Chinese let him find another way of making money. "Nintendo" president Satoru Iwata said bitterly.

Since the last time Lin Feng acquired the "Gang" company in Japan to create the "Second Game", the salary increase order directly led to an exponential increase in the staff costs of Japanese game companies, making many game companies in Japan hate him. Now that Lin Feng's "Virtual Life" has once again created brilliant achievements, how could he not be jealous as an enemy in the same industry. certainly. Compared with domestic online game companies, "Nintendo" and other companies are not so tasty. Anyway, their main force is in the home stand-alone game market and has nothing to do with online games. They just need to guard their one-acre three-point land.

But to a certain extent, the more successful Lin Feng's "Second World" is, the more benefits his "Second Game" will receive, and it may have a greater impact on their interests. In short, still unhappy.

The real headaches are domestic and European and American online game companies. Of course, compared to domestic online game companies, their market share is limited. It doesn't really matter to them whether "Virtual Life" is listed or not. No matter how the market share is reduced, no matter how their game is, it is still a game after all. There is always something good about it, and there will always be people playing it, so in a practical sense, the success of "Virtual Life" has little to do with them. Of course, this is purely an "ostrich policy." If you put your head into the mound, you won't be able to see anything, so you don't have to worry all day long.

But I can't help but witness the success of "Second World" Now domestic online game companies can only put on a posture that they are not afraid of boiling water, no matter what game you "Second World" launches, their market share has been reduced to It's impossible to be smaller anymore. It can be said that it doesn't matter anymore. Make whatever game you like. This kind of mentality is also forced out by the "Second World", otherwise many game company bosses may go crazy.

However, the bosses of many game companies are quite gratified that compared with the game mode of "Virtual Life", domestic players are not too fanatical about it; domestic players currently prefer the kind of personal heroism and passionate killing online games. Games like "Virtual Life" require everyone to work together and unite as one, and games that require a lot of communication.

Not too keen on it so far. Of course, because there are too many female players in "Virtual Life", these male players will spend a little time in it every day.

It is the European and American game companies that really suffer the most. The launch of the game, which did not have a fierce battle with sea, land and air, took away a large number of players in an instant;

The "Sims" originally launched by "" has a large customer base in Europe and the United States. Now "Second World" launches this element, allowing players to start from building their own city and then experience the leisurely life of a city citizen. During the construction process, the player It needs a lot of cooperation and communication with players, which is very in line with the game orientation of European and American players; for European and American players, in addition to enjoying the thrill of customs clearance, the game is more about the joy of playing with friends.

At present, whether it is "Ou" or other online games, the teamwork is not very good, but "Virtual Life" embodies this very well, which makes European and American players extremely satisfied. Especially thinking that I can transform the appearance of the city I live in in real life by myself, which is too challenging for European and American players. What's more, "Virtual Life" is permanently and completely free, which makes European and American players happy.

Although Europe and the United States belong to Western developed countries, it is undeniable that there are also poor people among the players. Especially at the price of paying a lot of money to play any game in Europe and America, it is really gratifying that a completely free online game suddenly appears. In a short period of time, countless young people in Europe and America have plunged into this. The world of Virtual Life completely free. And this is exactly what has caused many game companies in Europe and the United States to complain.

Originally, most European and American players are very self-controlled when playing games, and it is impossible to be addicted to them. Although the game is fun, players can distinguish the difference between reality and the game and can control themselves. Although this seems bad for online game operators, it is exactly in line with the philosophy of European and American online game operators. Only when players have self-control can they experience several games at the same time and everyone can make money; but now most European and American players in "Virtual Life" plunge into it but can't come out and become addicted to it. This surprised and annoyed many European and American game companies. Everyone went to play "Virtual Life" Who would play their game?

In fact, it is not to blame European and American players, but to blame "Virtual Life" for their appetite. In the game, it is really exciting and inspiring to watch the city I am in undergoing subtle changes every moment with the efforts of myself and my friends. And because completing different tasks will get different "citizen honor points", which is related to the city's right to speak in the future, which has to make many European and American players obsessed with it, hoping to get as many "citizen honor points" as possible in the early stage to serve In the future, he will become the city mayor and other officials to lay the foundation.

In addition, re-creating a city is an extremely cumbersome and subtle matter, which requires the completion of a large number of tasks, and it is reasonable for European and American players to indulge in it. What's more, don't forget that "Second World" will officially select all the cities in its "Virtual Life" in a month. From the first place to the last one is evaluated one by one and the advantages and disadvantages of each city will be listed and published on the website.

Let me ask, as a city creator, who would like their city to lag behind others in this situation? Who would like to see their city rank low on the Internet. It is only natural that the sense of honor and devotion make European and American players fall into it.

Damn, it's free forever. Let me see how you carry the maintenance costs and labor costs of so many servers? Many online game companies cursed inwardly.

(There are fewer updates today. Make up everyone tomorrow) (to be continued)

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