Time is always lapse, the world is always changing. Make people can change, while doing business needs to seek change, there is change to generate opportunities, online games as the existence of Business, which determines who will be able to more from customers. Take money in it. If you think the future game market is already what you see now, then look back for five years ago, would you think of today's prosperity of China's online game market? At least, I didn't think that at the time, I was also intoxicated in the fantasy background. I was more suitable for a role playing game, and I heard many people say they prefer to online games, even if there is no story background Also, as long as they can be in a computer with another computer user Chat. If something will change, we will think about where the factors will make changes, master the factors of change, we may be able to do some preparation in advance, not in the case of the situation, no inarlicit. On the other hand, my dear friend, if you have the ability to change something, will you not use it? So consider some elements, we can even make something change, not by others, right? First of all, let's look at demand and potential demand. This is the most passionate topic of economists, although economists are almost the most useless creatures in the world, but they can give some business suggestions, often being some business people winning. magic weapon. From last year to this year, I have seen countless users' needs, and I have discussed many people, I also participated in some fierce conferences, so that I have been unclear in a long time. " Demand "or" our needs ". When I mentioned the name of the game, we were as excited like a cock, so that it was just a recreational commodity, no matter how special it's carrier and form, it is just a product used to make money. In China, this special special (please allow me to use two words) land, our games are often deformed, if you have not burned your memory by online games, please pay attention to the history before the game industry. During the decade, the number of game products produced, the number of role-playing games far exceeds any other type of game, and we are very few in the software store to see domestic flight shooting games with household computers, and can not see domestic horizontal Fighting games, don't say the ball game, even the poor mahjong games are also made by Taiwan province, seem to be full of role playing game enthusiasts in China, and if you are a horizontal game enthusiast, then You only have to meet yourself by buying foreign countries, and if the game is not listed in China, you only have to buy pirated. Why have this strange situation? The reason is that the producers at the time, they are often some role playing users to transfer, with their role playing game dreams into this industry, so they are rushing to dream, and think that role play games is the most lofty game. The incompetent market survey attitude has also prompted investors to generate the idea of "only role play games can be sold". But in fact, I think a small flight shooting game is more suitable for families who have just spread the computer. Role playing game cost and production difficulty is far from other games, but it has always been a master.
However, the market is so strange, when the role play game is made, the user caught a weird consumption ring. They expect a better role play game, and their consumption habits are difficult to change, four or five In the past, when some companies tried to launch some relaxed leisure games, they found no one to buy, so, the unfair market survey showed that the Chinese still liked role playing games, other games, there is no market in China. My sorrow discovery, this is a strange circle, the user has already jumped such a circle, they can only select the quality of the product to look better, and forget to eat rice, they can also eat steamed bread. And this situation, in now, it is repeated. If you always pay attention to online games, you will find that there is no major change in the strange circle of the year, just transition from the "role-playing" effect into "dark effect." On the market, most large multiplayer online online games (mmorpg), they look like the illegitimate child of "Diablo", the user operates the mouse, controls a small person holding a knife Chasing the monster on the map, there is a red bottle and blue jar on the interface, and the small man kills the monster, fell from it, or two small people took the knife with each other. When you remove the shape of the color, you can see it. More companies, but also in the unlimited to this market, including the game, including I am making a manual. We seem to have shout: "Let Diablo's Spirit", remain, is a competition in the production strength, and we firmly believe: "The user needs is this, this can be sold very well." Yes, users like these, if you want Chinese users like this, I believe that you can write a book that tells youth mentality. But how long do you think users like? While the grand and Nine Cities have earned enough money, they also succeeded that some people lost interest in such games. Today, most people still like "dark slash games", then when you are ready to launch a online game tomorrow or day, when you want to make money, you'd better want to think about tomorrow or the day after tomorrow. Do they need to try another dish? I have talked with an investor. I said to hear a thing: When a very famous game is finally tested, I am squeezed into the game with thousands of users, when I am playing When I was running in the world, I immediately knew what kind of game, and happened, a user around me with the form of typing and his companions, the original words are as follows: "What is it again Such a game? ", It is clear, this poor person, he just ran out from another similar game, found that the new game he hoped is just a change. I told this situation to this investor, and he was silent and said: "I believe that the current users have not played enough to cut the game, bored only a small number of people, and they don't have other fun, still Will come back. bingo! What he said is right, his eyes are keen, the key is how long he said, and will change.
But one thing we need to be clear, don't be eating rice because of 80%, we think that human beings like to eat rice, and if there is another plant, such as dandelion, more suitable for planting, more nutrient, then maybe today Our 80% of people eat is not rice, but dandelion grass, or if we start to study a bit of nutritional value from now, it is easier to serve, the taste is better, and the value is lower. Plants, then I believe how long, we will fall in love with this fern. I want to explain that better updated products will replace the original products. The original product is not as reason to think, they are only blindly consumed, wait until there is a better product, They replace the speed than the rabbit him. And I believe that future domestic online games will tend to have diversified from the type, and the domestic RPG effects a few years ago is that this three main factors will lead to future, the game market has to change, first factor One of the impact of foreign games, an obvious advantage of foreign games is that their products have considerable guidance, not just guidance of the consumer market, also guided the production concept of domestic manufacturers, such as domestic non-mainstream games. After getting a certain success, there will be a manufacturer to try to make the same type and positioning products, and the game type of foreign game manufacturers is very clear, although this is a bit blush, but Dali is Before, the style is also very natural. The second important factor is competition, in the single-machine game era, the process clearance time of a single game has few more than 90 hours, and the role playing game is poor, so the market can include a variety of roles to play games, mutual The previous anti-sexual sex. But a characteristic of online games is "Time exclusive", users play for half a year, rarely go deep into other games in the middle, so competition is much more intense, and because the number of games in the market has reached a comparison When saturated, the enthusiasm of the competition. If a new product has killed a blood road between dozens of types of products, it is impossible to know that it is not easy to encounter bad other game types, will also be the way of survival of the manufacturer. In some types of game market share has been cut, the newly established game company will definitely take another way. The third important factor is the change in hardware and hardware conditions, and the growth of hardware and hardware conditions such as broadband penetration rates, new game production techniques. For example, when the network condition is very excellent, the ping value is below a certain value, and the network racing game that cannot be implemented before. Since it can be realized, some people will be done, because this means that the door of the new profit is opened. For example, cartoon rendering can increase the new technologies of visual aesthetics, in its maturity, will also be used in online games, new technologies causing new game methods, and can be launched as new selling points. Of course, this depends on the determination and ability of the manufacturer's research and development. These factors are subtle in sports, it will float a water, master and respond, the businessman who responded, will be in the future online game market, we can imagine, a successful new online game in no competition The effect that can be created in the state is undoubtedly huge. It is these huge profits to attract more funds into this industry. When we are always complaining that the golden age has passed, and for someone, today is their golden era, why? Because they started to do their hands yesterday. Therefore, for the golden age of tomorrow, what we pay today is the most important. We are talking about R & D and production under the influence of R & D, profit, the subject matter, and other cultures.
For a long time, I have been watching "R & D" on the domestic game company nameplate with an untrustworthy, and I am a "workshop production line" with the heart of the small person. You know, I have the second word "R & D" is a great respect, I always look at the new type, the new technology will appear in our products, that is, the company has no use, new things, but I found that we are always using a seemingly "mature old road", the technical and idea of fracture, our ultimate goal is to produce the same thing, as for such things to go abroad and people, we are not Confidence. But in the past, I understood such a "workshop production line". The reason is very simple. One product can only get poor profit under piracy, you can't want to expect a boss to spend hundreds of more funds to "research and development" New things. The employee has a very slight salary, and the product has been completed on time and has been fulfilled in the lifetime, and he talks about how to explore the deep valley of the technology. Today, the profit of a online game can exceed hundreds of thousands of stand-alone games. In this case, appropriate investment technology research and development funds and employee training are transformed, it is very fit. Many online game companies have begun to develop large spending in R & D, purchase new procedures, new technologies, and employee training to improve the quality and height of the product. The production cycle is constantly increasing, no longer the development process of the grass in our past. This is also a change in the future online game, that is, the production cost is increased. This can be seen from the multiplication of the research and development of Korean game research and development. In the past, the production characteristics of Korean online games were short-lived, but in the fierce competition in recent years, they have realized that they did not take tough sold. I can't stand the foot, so in many online games, the development costs have risen rapidly, and the production of hundreds of millions of wages is often. And this is also the R & D law in line with universal products. As a high-profit product, the online game has a low cost relative to other products of the same return on investment, and when the competition is fierce, the cost and price leverage effect, the threshold of the market is high, and the risk Not reduced. The ecology of the online game market is balanced, on the basis of basic fixation of the total market consumption, market risks will eliminate some products, and small fund companies are also unable to come in to mix fish because the threshold is high. Although the market will continue to maintain fierce competition, the overall stable product is controlled. Jun does not see the agency fee of Korean games to rise, there are many games, therefore can't enter the mainland market for operation. So we can see that the average profit of online game products in the future will be greatly fell sharply until it is maintained in a relatively reasonable extent, the production cost and market division have also restroom growth, even so, its return on investment is also very High. It's just a miracle that I eat into a fat man will no longer happen, the future of online game companies is stable growth, rather than put the goal overnight. I believe that more stable growth companies are far-reaching in the industry than one or two crazy companies. For investors, he will put funds on more promising and angular projects, and the successful movement mode is harmful to the company. What will be a visible change in the future online game? Our designers (known as you are called wastewood) will always draw smoke in the online or real meeting room. The personal point of view is always the same, often noisy to the chicken flying dog, the foam is flying, but everyone has this account, and the boss will have a new project to always fly.
The details of the online game market, since we expect the future of online games to be diversified, then the first change in the direction, more types of products, whether it is Korea, Japan, Europe and the United States or domestic games When the variety of products are placed in front of the user, the user can have a room to choose the online game that is hobbies. Some people like the war. Some people like to raise cats. Some people like to be arrested. Everyone can find themselves. Like or approximate game types, multi-type make user shipment, and multiple hobbies can choose a variety of online games, thus also change in online game propaganda strategies, manufacturers will have targeted publicity, Avoid unnecessary advertising funds. In fact, the current online game market is in clarity, just type and theme have not been separated, there is a big idea of big bag, and each product wants to do "6 to 80 years old men and women." Unrealistic ideas will slowly digest, thus there is a dedicated product. The details of the online game market don't need people to deliberately cause, because it will appear, and manufacturers must do that in other people have not launched a product before the product is launched. The fine division of the online game market will bring many "pits" to carry radish, how much your radishes in an acre, means you can earn money in several pits. In this sense, Fuzhou Tianqing digital development direction is not wrong, and launches 10 different types of games, even if the amount of each game is small, but the radish is much, naturally can produce benefits. At the same time, on the changes in theme, online games are moving toward standing games. Other popular cultures have a huge impact on online games. The theme of the game is no longer just the three countries, martial arts, in order to capture eyeballs, manufacturers will tend to join hands with other cultures. If we have joking, we have joked that if you do a "Saint Seiyi Online", I believe that there will be no more publicity, there will be one million people rush into the game and take a look. But in fact, this is not a joke, and Japanese moving comics has almost never recession in the past two decades, which creates a large number of huge clusters, aged from ten years and less than 30 years. China's anime painting pirated audience is also amazing for excellent works. They only need this game's name and the name of the moving comics, you can forget me to be sought after. So from the perspective of promotion, if you use a copyright of a successful comic book, you are equivalent to obtaining all the promotional resources and popularity of the work in the past. Therefore, there is no exclusion of all kinds of moving comics names followed by online game products that follow Online. And its original country, Japan, will also be full of this resource, just who will do. At the same time, successful PC stand-alone game and TV game's theme is also the direction of investment in time, such as glorious big aviation era online, if they are happy, they can always believe in Online, Too Online. Domestic goals companies are also making their famous single game "proud world" online version. But I don't think this trend has too much play, because the mainland stand-alone game is relatively weak, faithful users are small, and they cannot form an effect. If you want to do, cooperate with well-known single-player game owner manufacturers will be better. The subsidiary products and overseas market taxi industries are generally facing models, while the taxi industry has put into a piece of money, the overall industrial benefits of six dollars, car maintenance, beauty maintenance, fuel and other industries are operated around this. Therefore, behind the seemingly wasteful overall replacement, there is more industrial income.
We look at whether an industry is mature, an important standard is to see if the relevant profit of the industry has been excavated, and it is excavated in each corner of Jinshan. The gold in the online game industry is far from being completed, some profits are indifferent, and the dross falling down. There is no mouse to find it. The cherries on the cake are all rushed. In the future, online game markets will make the manufacturer's tentacles to each corner. Surrounded products, toys, online games will be developed and have scale listings. At the same time, the characteristics of online games will determine the number of their affiliates. A beautiful product, it is suitable for launching a character doll, a universe-spaceted product, is suitable for launching a canable plastic model, and a product that must use a dedicated process, it can sell the hand in the same time hardware. On the occasion of the external problem, the peculiar product of "hanging machine" is also promoted. The user base of online games is huge, but when an auxiliary product is launched, even if the profit of the single product is small, the user is large, and the scale is also formed. And another problem that is not valued is an overseas market. The manufacturers generally focus on the domestic market, and believe that the cake is large enough, as long as you are hungry, you will have a product for overseas users. And the products that can be sold in China will get overseas and do not sell well, so gradually, self-production self-employed into a single business model. I have entrusted friends to have a small survey for Singapore and Malay Market, and found that their online game market is relatively small and empty, only a few small Korean games are operating, but their consumption is not the same as the mainland market. First of all, they like Westernization game models, and the requirements for interfaces, operations are close to Europe and America. At the same time, they have a half solution to Chinese culture, so it is more likely to make a concise mutual style, and the game is rich in chat. And these games can still be easier to make in China. But we generally have the idea of "home's grave has not sweeping clean", and it is not active to seek overseas markets and channels. Until the domestic market is already saturated, we will think out to go outside. At the same time, we have been developing in overseas markets, we have too much dependent on our consumption and production habits, rather than going to the user's habits. I think the market in overseas markets, especially Europe, the United States and Southeast Asia is an important capture direction of future domestic online games. These regional consumption levels are generally high, and the online game charge is not sensitive, and the consumption habits are good, and there is long lasting Stability, and competitive conditions are relatively strong in China, with very good guiliborable and expansion space. And I don't agree with the products that are suitable for domestic consumption habits, I will take out foreign countries to sell, and should be targeted. Since Koreans can prepare products for Chinese users, why can't we specifically do it for European and American markets? What about investigation and analysis? As early as the end of last year, there is a pessimistic tone. Some people think that the online game industry is only here, and when the time, the time is burning, it will calm down. And in my opinion, we have too many opportunities that are unscrupulous. Heaven, people do things, opportunities always appear in changing, different teams produce different products, online games are therefore exciting. In the competition, it will never have the appearance of Datong, and the exception is derived from different perspectives. But I believe a little, no matter what kind of view, only to make a metric, things can be done well, since the perfect theory, if you don't work, you will fall. But what is your industry can really rise, everyone is very. From: Xiaoyi's home