Millions of players online!

Since Lin Feng founded the "second world" in 2000, and introduced legend to China, creating a new wave of the Internet era, after three years of operation, the industry has a quite mature concept of online games. According to industry statistics, when an online game can have 100000 people online, the game can be operated all the time; When an online game can have millions of people online, the monthly net profit of its game operating company will be tens of millions of RMB; When the number of online games reaches tens of millions of people, the profit of this online game will be immeasurable.

Witnessing the popularity of "virtual life", many game companies are full of jealousy towards "second world". In the past, a simple "crazy farm" swept the world. Now it contributes tens of millions of dollars to the "second world" every month. This financial statement makes all companies envious and painful. Now, a "virtual life" has once again created the online record of large-scale online role-playing games, which makes all game companies at home and abroad deeply jealous.

Lucky Chinese, let him find a way to make money“ "Nintendo" President Iwata said hatefully.

Since Lin Feng acquired Konami company in Japan last time and created "second game", a salary increase order has directly led to an exponential rise in staff costs of Japanese domestic game companies, which makes many Japanese domestic game companies hate him to the bone. Now Lin Feng's "virtual life" has created brilliance again. As a peer's enemy, how can he not be jealous. Of course, 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, which has nothing to do with online games. They just need to keep their three-thirds of an acre.

However, to a certain extent, the more successful Lin Feng's "second world" is, the greater benefits will be brought to his "second game", which may also have a greater impact on their interests. All in all, it's not good.

The real headache is the domestic and European and American online game companies. Of course, compared with the domestic online game companies, the market share is limited. It really doesn't matter to them that virtual life is not listed. No matter how the market share is compressed or how small the market share is, their game is still a game after all. There are always merits and naturally there will always be people playing it. Therefore, 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 in the dirt, you can't see anything. Naturally, you don't have to worry all day.

But also helpless, witness the success of the "second world", now the domestic online game companies can only put on a dead pig is not afraid of boiling water posture, no matter what game you "second world" launched, their market share has been compressed to the minimum, it is impossible to be small, it can be said, it does not matter. You can play whatever you like—— This kind of mentality is also forced out by the "second world", otherwise many game company executives are afraid to go crazy.

However, many game company managers are quite pleased that compared with the game mode of "virtual life", domestic players are not too enthusiastic about it. At present, domestic players prefer the kind of personal heroism, blood, killing online games. Like "virtual life" which requires everyone to work together, unity of the game, but also requires a lot of communication games, at present, not too keen. Of course, because there are too many female players in virtual life, these male players always put in a little time every day.

The real victims are the game companies in Europe and America. Originally, there was no "virtual life", European and American players would honestly play "EQ", "fierce battle of land, sea and air" and other games, but the launch of "virtual life", but in an instant took away a large number of their players.

The Sims launched by EA originally has a large number of customers in Europe and the United States. Now the virtual life launched by the second world integrates the elements of the Sims and the simulated city, so that players can start from building their own city, and then experience the leisure life of a city citizen. In the process of construction, the Sims and the simulated city are integrated, Players need a lot of cooperation and communication, which is in line with the game orientation of European and American players. For European and American players, in addition to enjoying the pleasure of customs clearance, the game is more about the pleasure of playing with friends.

At present, whether it is "EQ" or other online games, the team cooperation is not very good, but "virtual life" is a very good embodiment of this, so that European and American players are very satisfied. In particular, I think that I can transform the appearance of the city I live in in real life, which is too challenging for European and American players. Moreover, "virtual life" is free forever, 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 players. Especially in Europe and the United States to play any game to pay a high price, the sudden emergence of a completely free online game, which is really gratifying. In a short period of time, countless young people in Europe and the United States will plunge into this completely free "virtual life" world. And this is what many game companies in Europe and the United States are complaining about.

Originally, most European and American players play games with great self-control, which is impossible to indulge in. Although the game is fun, players can distinguish the difference between reality and the game and control themselves. Although this seems not good for online game operators, it is just in line with the concept of European and American online game operators. Players have self-control, in order to experience several games at the same time, we can all make money. But now, in "virtual life", most European and American players plunge into it, but they don't come out. They are addicted to it. This makes many European and American game companies particularly surprised and annoyed. They all play virtual life. Who plays their game?

In fact, it's not the European and American players who are to blame. It's the virtual life that's too good for them. In the game, it's really exciting and inspiring to see the subtle changes taking place in the city where you live with the efforts of yourself and friends. Moreover, due to different tasks, different "citizen honor values" will be obtained, which is related to the right to speak of cities in the future. Many European and American players have to indulge in it, hoping to obtain as many "citizen honor values" as possible in the early stage, so as to lay the foundation for becoming city mayor and other officials in the future.

In addition, re creating a city is a very complicated and subtle thing, which needs to complete a large number of tasks. 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 place, we will evaluate them one by one, list the advantages and disadvantages of each city, and publish them on the website.

In this case, as the founder of a city, who would like to see his city lag behind others, and who would like to see his city ranking behind others on the Internet. The sense of honor plus the sense of engagement makes it natural for European and American players to get involved.

Damn it, it's free forever. How can you bear so many server maintenance costs and labor costs—— Many online game companies secretly scold in their indignant hearts.

(today's update is less, tomorrow's supplement is more) (to be continued, if you want to know what's going on, please log in www.qidian.com , more chapters, support authors, support legitimate reading!)