"Virtual life" on August 8 public beta! When the news came out, all online game companies were shocked. Today's domestic online game companies, the poor living environment, the outside world can hardly imagine.

According to the "14th statistical report on the development of China's Internet" released by China Internet Network Information Center (CNNIC) in Beijing on July 1, 2003, the total number of Internet users in China has exceeded 94 million, including more than 12 million online game players.

If 12 million online game players spend 120 yuan per person per year (10 yuan per month), that's 1.44 billion yuan. This is only the most conservative estimate. In fact, a player can never spend only 10 yuan a month on online games. According to the data provided by "second world" (which is not accurate, but only an estimate. In fact, there is more than this amount, and Tencent's profits are not calculated), the average money a player spends on online games is 32.5 yuan a month, This year, it was 4.68 billion yuan.

The market share of RMB 4.68 billion looks like a lot, but in fact, more than 80% of the profits are obtained by the "second world", and the remaining 20% are shared by more than 20 online game companies across the country. Among them, Netease's dream journey to the West accounts for about 70%, and the other 10 online game companies share 30% of the 20%, which is almost tearful. But the reality is so cruel, "second world" of a few games occupy most of the domestic market, other online game companies are almost tears in business, just for one day to be able to turn. Of course, people are also waiting, waiting for the "second world" to make mistakes, but also waiting for the number of domestic online game users to increase. As long as the market is big, no matter how "vicious" the "second world" is, they can have some soup. Often think of this, many online game companies are a snivel, a tear, I do not know who to tell the pain in the heart.

But now, just as many online game companies are struggling to survive, "second world" is making another big effort to launch "virtual life", the first online game that is tested globally at the same time. This is a blow to all online game companies.

Damn it, are you still letting people live—— Many online game company boss heard "virtual life" after the public beta, the first reaction is to curse in unison. Now the public beta of virtual life, followed by the public beta of Hero online, and the world war that has been widely spread outside, how can other companies survive with the listing of so many online games. In particular, this "virtual life" has been authorized by a large number of stars and celebrities, and can play with players in the game, which is expected. It can be imagined that under the effect of stars and celebrities, "virtual life" will make players crazy.

Compared with the despair of domestic online game companies, foreign online game companies also feel the threat from the "second world" for the first time. At present, most of the online games in Europe and America are large-scale online role-playing games, mainly western magic games, such as "EQ" (endless tasks), or the first person shooting game "fierce battle, land, sea and air", etc. there is no such leisure, friend making and entertainment online game as "virtual life". This kind of online game is currently lacking in Europe and America, but it is welcomed by European and American players.

One of the biggest characteristics of European and American players is making friends. Among all kinds of European and American online games, most players act collectively, exchange game experience with each other, share game resources, share game fun, and enjoy the happiness brought by the game. And "virtual life" no doubt let this kind of communication to the limit, first of all, in the game, you want to get everything, you need to trade. In virtual life, there is no NPC in the traditional sense. Except for some fixed or special NPC (such as stars and celebrities), all roles are played by players.

It's like a real world. Players in the game can play any role, any position, from big capitalists to street horsemen. Of course, they can do nothing and just wander in the game, but only if you can survive in the game. Because in "virtual life", all the characters have to eat, drink water, sleep, of course, also get sick, injured and so on.

For example, if you are hungry and don't eat, you will be weak or even sick. And if you have no money, enough to buy cheap food, eat dirty food, and then get sick, do not go to treatment, the player's role will become weaker and weaker, and eventually may even die, leading to the end of the role, have to start again. In short, in virtual life, this is a world, a real world. But in this "real" world, players will be free to play all kinds of roles without considering the consequences that they can't bear in real life.

In particular, the "sports system" has been opened, and player attributes have been added. Every player entering the game has an initial attribute, which can be increased or even reduced by various tasks. Players can become an excellent athlete by virtue of their physical attributes, such as representing their country in the Olympic Games, world cup and other major events. What's more, you can invite friends to play all kinds of games to experience the happiness of common games. At the same time, in the game, every move of the player will affect the whole process of the game and change the background development of the whole game.

For example, a player can be a robber and rob a bank in a certain block. It happens that many players in this bank deposit money in it. As a result, after being robbed, the bank goes bankrupt, and a series of butterfly effects are produced. Of course, players can also have money to buy any block, and then drive all the players out of the block, provided you have enough money. In short, in "virtual life", only you can't do, no you can't think of. The only difference is whether you have enough resources in the game and whether you can get everything you want.

What's more, this "virtual life" is also a global game, there is only one server in the world, which is exciting to think about. It's unthinkable that hundreds of millions of players around the world play on the same server.

Pressure! With the approaching of August 8, 2003, it is close to the heart of all online game companies in Europe and America.

Media around the world are also paying close attention to the opening of virtual life. This is the first large-scale online game from Asia and China to officially enter the European and American markets (crazy farm is not defined as an online game, but as a small web flash game). What kind of disturbance will it cause in the European and American markets is naturally expected.

"Boss, do you think virtual life is feasible?" As time drew near, there was a tension up and down the "second world.". This is the first time to launch the global service. Apart from worrying about the future of the game, we are also worried about whether the server can carry global players online at the same time. Although all servers are connected in parallel and share the online mode, whether it can be realized or not remains to be tested. If this parallel sharing connection mode is feasible, then all online games of "second world" will adopt this mode in the future. This mode will be adopted at least until the computer hardware can carry the possibility of global co connection.

And is virtual life really going to be popular around the world? This is also the concern of the "second world". Originally, they hoped to be launched in Chinese mainland first, and if feasible, then launched in Asia, and then Europe and the United States will finally achieve global hegemony. But Lin Feng said that it would be launched at the first time. In view of Lin Feng's past miracle in the game industry, everyone nodded and agreed to Lin Feng's proposal. But agree to agree, believe to believe, in the heart is a little bit uneasy, a little uneasy.

Lin Feng thought about it and nodded his head. Although this "virtual life" is an unprecedented large-scale online game, the "history" of the same type of stand-alone game "Sims" has created a total sales of more than 100 million sets of amazing results in Europe and the United States, creating the highest sales record of PC games《 Compared with SIMS, virtual life has a wider coverage and is more interesting. Lin Feng has reason to believe that virtual life will be very popular.

People also hope that all this is within Lin Feng's expectation, so that the future "money" path of the "second world" will be unlimited. But the headache is that this time Lin Feng is ready to adopt a new charging mode.

"Er, boss, do you really want to adopt this charging mode?" Wu Zhaopu asked helplessly.

At the request of Lin Feng, this "virtual life" will adopt a completely new charging mode - completely free. This kind of completely free is not the same as the "journey" that kind of game does not spend money, props spend money free mode, but will be really free, really completely free.

For Wu Zhaopu and others' worries, Lin Feng naturally understood. However, Lin Feng's adoption of this charging mode, in addition to trying a new charging mode, also wants to make "virtual life" more quickly accepted by global players.

"Virtual life" is a large-scale online game for leisure, entertainment and making friends. If it is charged, a large number of players will definitely enter the game, but it is bound to block many players who are not interested in this type of game, especially those who have a dispensable attitude towards online games. These people think that online games are more expensive and wasteful, but their crowd is far more than the number of online game players. This is a huge crowd. It's also the crowd Lin Feng has always wanted to fight for.

Lin Feng has been hoping to launch a new charging mode, which can let players enjoy the game for free and pass on the relevant expenses to the major companies. By the major companies to pay for the players, and the players pay is in the game, accept a little bit of advertising bombing.

You know, the global mainstream media advertising spending is about $487 billion (or a conservative estimate). This is quite a big piece of cake. Lin Feng doesn't want to give up( To be continued, if you want to know the future, please log in www.qidian.com , more chapters, support authors, support legitimate reading!)