Rewrite the Technological Landscape
Chapter 330: Fight operations
After players gradually abandoned "Lineage 2", everyone's eyes fell on "World of Warcraft" and "Ancient Mythology". In everyone's opinion, the two games have too many similarities.
One is continuity. As I said before, the earliest version of "World of Warcraft" was actually designed with the background of "Warcraft 3". Although it turned out that this was not very good, after several major changes, at least now let everyone Seeing a continuity of the Blizzard series, players will have a sense of familiarity and a sense of belonging when playing this game.
The same is true for "Ancient Mythology", continuing the ancient mythology as the background of the story, combining many character backgrounds and classic gameplay in "The Legend of Gods" and "War of the Gods", and continuing to magnify the background of the game, which is a loyal game to Dafeng Group. For the players, it is full of intimacy.
The second is that the local style is obvious, the standard Omi style of "World of Warcraft", and the standard Chinese style of "The Ancient Myth".
The third is to control the balance of the game, which has been mentioned before.
The fourth is the similarity of gameplay. The success of "World of Warcraft" is inseparable from the various gameplays he designed under the background of this era. The development of "Ancient Mythology" brings the experience summarized by the first two games and the rebirth advantage of Meng Qian , Of course, it is also to grasp the psychology of the players of the times.
Even in terms of details, "Ancient Mythology" is better than "World of Warcraft". For example, Warcraft first made a large copy of it too complicated, and then changed it to a small copy after a lot of feedback from players.
But this advantage is not enough to let "The Ancient Myth" defeat "World of Warcraft".
Faced with such an inseparable situation, the reactions of U.S. and China Netizens are not the same. U.S. netizens have always felt that Blizzard has been ashamed, while China’s players seem to be quite satisfied.
In fact, the difference can be seen from the beginning of everyone’s support. After all, the outbreak of China’s online games in the past two years is mainly based on gameplay. More than 90% of the so-called domestic games use foreign game engines, especially in the field of 3D games. , Huaxia did not have any performance that can give everyone confidence, only to see that the major Omi game manufacturers continue to strive for excellence in 3D games.
At this time, I can extract some high-like comments from the Internet, and you can see:
"Seriously, "The Ancient Mythology" can do this is not easy. I heard that the game engine was independently developed by Dafeng Group. At present, it is considered to be at the same level as Unreal 2."
"Because we didn't have our own 3D game engine, we were sprayed all the time, but now we finally don't have to be angry anymore."
"In my lifetime I can actually play a purely self-developed high-quality national style 3D online game. I'm contented."
However, although Huaxia players are very tolerant, they also expressed support and satisfaction to Dafeng Group, but Meng Qian is not content at all.
After all, whether the product is sold well or not is not only determined by the quality of the product. When the product is about the same, then fight for operations.
On January 6, 2004, "Ancient Mythology" ended its one-month open beta, and several announcements were made after the end of the open beta.
The first one is to embed "Ancient Mythology" into Fengxin. From January 6th, when you open Fengxin, you will see the "Ancient Mythology" icon. Click to log in to "Ancient Mythology" without re-registering an account.
Directly through the account registered in the game, you can bind Fengxin, and you can log in through Fengxin in the future.
At this time, the Blizzard team is interpreting the statement of "The Ancient Myth".
"What's the point of this? Registering an account is not troublesome."
"Dafeng Group is too overestimating the value of Fengxin."
"It's just self-comfort, it's useless."
Hey, a group of young people who have never seen the Penguin Empire...
In addition to unifying the Fengxin account and the game account, the second thing Dafeng Group does is to expand the game publicity.
The propaganda of "World of Warcraft" is relatively traditional, it is game-related channels. Of course, such propaganda will be very accurate, but it also ignores the development of the game industry and the development of game players. After all, this is 2004, the global game Players, especially online game players, haven't really exploded yet.
In the next ten years, the number of online game players will be doubled. Those who have not yet been developed can not be well developed through pure game channels.
But Dafeng Group holds other channels, such as novels, comics, animation...
The novels of the "Ancient Mythology" series have already begun to lay out, and the corresponding adaptations of comics and even animation have also produced multiple series.
Now, when a novel user opens a novel website, and when a manga lover opens a manga platform, he will see the promotion of "Ancient Myth."
At the same time, Qingfeng.com has been introducing animations since December. The first batch of online animations naturally include animations adapted from the "Ancient Mythology" series. At this time, when you open Qingfeng.com and enter the animation section, everything from background ads to video ads "Ancient Mythology."
How many people played the game "Zhu Xian" because they liked to watch Zhu Xian, they all understood the effect of this kind of publicity.
As for the traditional game channels, Dafeng Group has a hole card that has been used countless times and is useless. Now most of the Internet cafes in Asia still use Dafeng Group’s Internet cafe management system. The product that was laid out for free in the past is still Competitive, because the products are good and free, Internet cafe owners will not switch to other products without special reasons.
And Dafeng Group now spends a little money every year to maintain and upgrade the Internet cafe management system, and it has completely burned this little money.
From all the actions of the Dafeng Group, it can be seen that Meng Qian has been running the big IP from the beginning. From "The Legend of God" to "War of the Gods", from novels to animation, they are all around the big IP of ancient myths. However, even Blizzard has not realized the value and significance of operating big IP at this time, and has not even found a way.
The person in charge of Blizzard also mentioned in a later interview that the Warcraft IP only began to consider operating a big IP after many years~www.ltnovel.com~ The reason why the first version of the story was originally set to "Warcraft 3 ", just because there is no better idea.
When Blizzard was still using the game itself as a competitive point, Dafeng Group had already started from IP.
In just ten days, the data has changed significantly.
On January 6, the total number of players in "World of Warcraft" was 1.33 million, and the total number of players in "Ancient Mythology" was 1.51 million. By January 16, the total number of players in "World of Warcraft" was 1.65 million. The total number of players in "The Ancient Myth" reached 2.26 million.
The gap is gradually widening.
But Blizzard is not a fuel-efficient lamp. After so many years of precipitation in the game industry, Blizzard is very keenly aware of the reasons for the rapid burst of users of "The Ancient Myth" recently.
Although it is too late for Blizzard to learn from Dafeng Group to build a big IP, at least Blizzard is aware of the hugeness of the new player market and the power of channels.
For this reason, Michael, one of the founders of Blizzard, immediately submitted an application to the senior management of Vivendi, hoping that the company can increase operating expenses. Michael and others are relatively confident about the game itself and the team. In their opinion, they are trying their best now. First go to grab users from "Ancient Mythology", don't let "Ancient Mythology" expand the user base, then it will be difficult.
Blizzard’s thoughts and reactions are all right, but Meng Qian also thought that Blizzard would do this. When Blizzard asked Vivendi to adopt a money-burning strategy, Meng Qian was discussing something with Sony’s Idei...
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