Chapter 874
This situation makes game manufacturers feel undecided.
They don’t care about the ridicule of the players. If they have the ability, they will stop playing games in their lives. What can make these game manufacturers really care about is naturally only interests.
Companies like Nintendo and Sony don’t care because their main battlefield is on consoles and OO game platforms cannot use consoles, so there is no threat to their main market.
But those major game manufacturers with major battlefields on the PC side are different. OO Game Center can be said to have hurt their lifeblood. When the OO Game Center platform appeared, none of these game manufacturers took it seriously because they believed that as long as the game manufacturers did not participate, this platform without any heavyweight game resources would never be able to develop in their entire lives.
But the problem is that behind the OO Game Center is Jiangnan Group. They are not short of money and have directly acquired Blizzard. This horror existence that dominates both stand-alone and online games can lock in 40% of the world's PC players with just one company.
The most amazing thing after that was that the OO Game Center began to use various means to encourage the development of independent games and provide assistance to various independent game developers.
This is unprecedented in the entire history of game development, because in 2022, no game platform has ever taken the initiative to help independent game developers.
Even if it is an existence like steam, it is just a platform for independent game developers to put games on the shelves and make the games target all players. The platform itself does not provide help to any game developers.
Not to mention buying the entire Unreal series engine directly for free trial by all game developers.
Moreover, the OO Game Center not only provides Unreal Engine, but also dozens of game-specific development software, all of which are free to download.
There is also an extremely huge game material library, among which there are as many as millions of free game resources, and the paid game resources are as many as tens of millions... These paid game resources can support a large number of game studios that specialize in producing various game materials. The entire industrial chain has been established.
So as long as he joins the OO Game Center, even an ordinary game developer can develop a small 3D game in about three months. This is the horror of the OO Game Center. He can now rely on his independent game developers to mass-produce various games at an unimaginable speed.
After the PC of OO Game Center has fully opened the game production auxiliary functions, more than 30,000 different games have been born in one go, and the total number is still increasing rapidly. It is expected that by the end of 2005, the total number of games will exceed 80,000. This number is extremely terrifying.
There are no 80,000 console games on all platforms accumulated over 30 years in the world!
So 90% of the players here do not exceed 100, but as long as there are 100 games that can be loved by tens of thousands of players, it can form an extremely terrifying siphon effect, attracting players from all over the world to the OO game center.
Originally, if an online game platform can provide smooth game download services, you can download games by clicking the mouse at home, without having to go to a special store to buy it, this is enough to be attractive.
Not to mention that this platform also has a large number of games. Although the production quality of many of them is not very good, they are full of all kinds of fantasy ideas, and it is still very fun to play.
Although there is not much content in these games and the fun may last for about two or three days, these games are basically very cheap, and most games often only cost about 1 to 3 US dollars.
The price of buying a 3A game can be purchased 20 mini games like this. Overall, the duration of the game will be greater than that of those large 3A games, and this transaction is not a loss.
Finally, OO Game Center is willing to spend money on various promotions, so OO Game Center can attract a large number of players around the world every day, according to the data they released at the end of March.
OO Game Center already has 19 million active accounts in China, and 16 million active accounts in Beimi area.
In Europe, there are 13.4 million active accounts, and in the end, the total number of active accounts around the world adds up to 60 million.
What is this concept?
In 2022, the total number of active accounts around the world is only about 90 million, but in 2005, OO Game Center has reached 2/3 of this achievement before the popularization of personal computers and networks. The future results of surpassing Steam are basically a foregone conclusion.
Such dazzling achievements naturally make these game manufacturers feel at ease. Because their rejection of OO Game Center is equivalent to the 60 million game players they reject, how can they bear it?
Of course, some people inside these major game manufacturers said that the 60 million players in OO Game Center are not independent of their users. Those users can be users of the Game Center, but they can also go to the store to buy the game discs they sell, and their own game sales will not be affected.
But is this really the case?
Take a few major game manufacturers as an example. In the second half of 2004 to the first half of 2005, about 10 months, EA's battlefield series, simulation city series, Need for Speed series, FIFA series, etc., all games that released new series of new works faced a tragedy of sales plummeting, and their sales performance was far less than the previous one, with a decline of more than 30%.
Ubisoft's grades are similar.
Other major game manufacturers are not as bad as EA, but the decline is basically around 10% to 20%.
This is not to say that EA and Ubisoft are too trash. Although this is a fact in itself, it is mainly because EA and Ubisoft themselves are both game manufacturers that rely heavily on the PC platform. While other companies only have two legs on the PC platform and the host platform, and the sales of the host platform are as high as that, the total sales are not so difficult.
But from another perspective, for the same game, the sales of the console platform have increased, while the sales of the PC platform have decreased, but the overall market is that PC sales have continued to rise. Although the console players are also rising, the amplitude is far less than that of PC players. In this way, the role of OO game center is very obvious.
To be honest, if we weren't willing to share 30% of the profits to the OO Game Center, these major game manufacturers would have long embraced the OO Game Center.
But when it was April, they found that it would be impossible not to hug it. Because the OO Game Center announced the ranking of independent game developers for the first time in April.
The income of all individuals or independent studios divided into OO Game Center is summed up, and then the rankings of the top 100 are announced. The top two of the top two are also the previously mentioned Lianliankan and Frog Travel, with revenue of 40 million and 20 million US dollars. Looking at these games, they are blushing.
After all, their profit in 2004 was only about 2000 to 300 million US dollars, but this was created by hundreds or even thousands of employees in the entire company, but they achieved such an amazing profit in one individual.
Not to mention that some major game manufacturers simply lost money in 2004, and their income was not as good as those of these independent developers.
Later, the company rankings were announced, and this is the real fatal rankings...
The first place is naturally Blizzard Group, which took away a share of US$8.6 billion in OO Game Center in one go. Of course, this is mainly due to World of Warcraft. After all, with the blessing of various advanced online games in later generations, it is simply too easy to attract money.
However, Blizzard's single-player game revenue is also very impressive. For example, on March 30, 2005, Blizzard announced that it would start the pre-sale of Warcraft 4 on April 1.
Due to time constraints, the industry generally believes that this is an April Fool's Day joke. But when the pre-sale page of Warcraft 4 really appeared on April 1st, the audience found that although April 1st is April Fool's Day, the news was released is not April Fool's Day!
Because you can get a free skin and an opportunity to experience the new race pandas in the new game in advance, the reservation for Warcraft 4, and the full reservation priced at up to $49, actually achieved an astonishing total of $320 million in one day, which means that more than 6.5 million players made an appointment to purchase Warcraft 4 in one day, which directly created a record that made countless game manufacturers kneel on the ground.
After all, the reservation score of the first game this year can exceed 300,000, so the entire network needs to carry out publicity and promotion to celebrate its great achievements.
These game manufacturers think about their sales of up to 1 million copies, and then look at the starting point of their 6.4 million appointments, and they can't hold back. They can't get over the money!
So EA became the first to turn against him, thinking that almost all his markets were on PC, so he had to turn against him first, and then the whole month was called the player's month. During this day, EA sent almost all of his PC games with a total of more than 300 models into the OO Game Center, and then directly occupied the top ten of the stand-alone sales rankings that month, which was terrifying.
Chapter completed!