Page 1251

"We love making games, but as a company, profitability is one of the core factors that must be considered and cannot be ignored. The high investment costs of works like these 12 and "Star Citizen" are very unlikely to appear in the future. of."

"Mr. Jingzheng was right in what he said last month."

Strauss took over the words and added: "The so-called 3S super-class works, if there is a minimum hard standard for their investment quota."

"I think this standard should not be lower than US$3 million and not higher than US$5 million. There is no doubt that the quality and standard of the investment cost is too low to reach the 3S level."

"With an excessively high cost budget, it is difficult to produce 3S-level works. The company must consider its risks. The risks of large-scale 3S-level productions are really very high."

"As Mr. Jingzheng said last month, if it fails, it will bring down a top third-party production company."

"Then why are the production and publicity costs of these 12 works so high?" the host asked again.

Ubisoft CEO Jervis answered this question to everyone present, he pondered for a moment, and said: "Perhaps all of you here already know that Future Technology will launch a mysterious technology product in about three years, which is That incredible and mysterious project."

"Everyone may have guessed something in a hurry, yes, these 12 works have a lot to do with that mysterious project."

"A mysterious product of future technology? Is it a console?" the host asked curiously.

Yevis looked at the curious audience off the court. Although he knew it, he could not reveal it because he had signed a non-disclosure agreement. He just shook his head and said, "That is an exciting dream-level technological product, ultra-modern Technology products, but definitely not consoles, as for what exactly it is, you will know by paying attention to the future technology trends three years later.”

Speaking of which, Yevis pulled the topic back, saying: "The reason why the 12 works cost sky-high prices is more due to the tight schedule."

"A production team that reaches the 3S level of quality does not actually need a thousand people in its normal scale. The production team of a 3A masterpiece generally has 200 to 300 people."

"The production team of 3S-level masterpieces is 400 to 500 people, and the production team of each of these 12 works reaches the level of [-] people. More time is exchanged for quantity and efficiency."

"Because we have to ensure that the 12 works meet the 3S standard and must be launched three years later, this reason is the biggest factor in increasing costs. In fact, if the standard production team, normal production process and time, every Each work can save about $3 million."

Hearing Yevis's words, the people present couldn't help feeling that future technology is not ordinary rich, and Li Linfei is not ordinary willful. Few companies in the world dare to do this kind of exchange of green dollars for time. And have the guts to play like this.

"So players will never see such bad news that any work will be delayed. After three years, your favorite work will definitely be released." Yeweis added with a smile.

This news is good news for the game enthusiasts present. For players, the most painful thing is not being able to play their favorite works.

Especially watching the release date approaching with full of anticipation, suddenly an announcement announcing the postponement of tickets was postponed, and I was almost tortured to death.

This time, not only will there be no bounced tickets, but he will not hesitate to smash the dollar in order to go public on the scheduled time. Yevis's vowed statement that there will be no bounced tickets seems to be highly credible.

……

Future Technology Headquarters.

Li Linfei saw that the live broadcast video has been closed here. Obviously, this year's Tokyo Game Show is not over yet, and the symposium is still going on, but there is no need to pay attention anymore.

He browsed around the exhibition's online forums and the game circle for a few minutes, and the topic of the 12 works was soaring rapidly. Combined with the enthusiastic response of the players on site, it seemed that it was about to cause an uproar in the game industry.

Undoubtedly, in the early popularization stage of the "virtual world", before the formation of a rich and diverse "virtual ecology", "virtual games" are a super powerful booster and the first driving force for popularization in the early stage. Supported by unprecedented top-level game content, game enthusiasts will gladly pay for a set of equipment to experience it.

In addition to "Star Citizen", the 12 top masterpieces are all a series of blockbuster sequels. This is also to make it easier for players to consume familiar and favorite works in a brand-new experience mode. After all, feelings also need to be played.

It can be said that in order to popularize the "virtual world", Li Linfei spent a lot of money on the game. First, he directly acquired four of the world's top third-party game developers and a game studio for more than 240 billion US dollars. On the Internet, it once again spent more than 100 billion U.S. dollars to create 13 unprecedented 3S-level super-class works.

Chapter 780 Untitled

Strictly speaking, Li Linfei acquired these game companies and provided huge sums of money to allow them to produce game content. His total investment of nearly 350 billion US dollars was to promote the "virtual world".

350 billion US dollars is only used for the promotion of the "virtual world", which is outrageous. Fortunately, the outside world does not know that Li Linfei is so "crazy".

But in Li Linfei's view, although the money was spent, it is undoubtedly worth it, not to mention the profitability of the four world's top third-party game developers and the "Star Citizen" studio itself. be profitable in the future.

But it’s worth mentioning that Li Linfei didn’t care about the profits of these companies. What he really cares about is the user scale of the entire game industry.

In China alone, the current number of gamers has reached a super-large scale of 7.2 million, and it has exceeded a huge number of 14 billion globally.

Even if the investment of 350 billion US dollars can bring 14 million of the 3500 billion gamers into the virtual world, it will be a huge success, and this is only the most conservative estimate.

Never doubt the love of game enthusiasts and players for games, as long as they encounter a game that they can't put it down, they will try their best to play it, and get rid of half of these players who are not interested.

Among the remaining users who want to play, remove half of the players who have no financial ability, and the rest start to prepare for financing and purchase, and remove some of the groups who failed to raise funds and cannot purchase perception helmets from some groups.

After multiple conservative exclusions, the actual remaining amount is still quite large, because the total base of game players is too large. The base of 14 billion is still an extremely large number even after multiple exclusions.

Li Linfei is trying to create a dynamic "virtual ecology" in the "virtual world". To realize this idea, the first prerequisite is to have people.

And at least a certain scale of base is required, and this problem of game player settlement will be perfectly solved.

The group of players is undoubtedly Li Linfei's favorite. It is no exaggeration to say that the user group of players is the first driving force behind the rapid popularization of the "virtual world".

It is very necessary and absolutely worthwhile for Li Linfei to invest heavily in this group of users.

Li Linfei paid close attention to this Tokyo Game Show, and the information feedback from the on-site players was a reference. The fanatical gamers remained unchanged, and the information feedback from the on-site gave him great confidence.

Li Linfei used the most conservative data to make a rough estimate in his mind. If the final average sales volume of the 13 works is estimated to be 500 million copies with conservative data, the total sales volume will reach 6500 million copies.

Aside from the fact that some players buy multiple games, the sales volume of perception helmets is at least 4000 million, which means that the initial number of users has reached tens of millions. Excellent value for money.

Only when players enter the "virtual world" will there be a concept of the number of users. With a user base, players cannot play games all the time. At this time, "virtual social networking" can once again show its strengths.

The biggest purpose of doing "virtual social networking" is to allow users to stay in the "virtual world" as long as possible, so that the initial "virtual ecology" will gradually take shape.

More people participating means more business opportunities, driven by wealth, these people who find business opportunities will enter this field one after another, and these people will further provide more content and services for the "virtual world", repeating this cycle.

When consumers and users enjoy more high-quality content and services in the "virtual world", they will have greater adhesion and stay longer.

The more people participate, the needs of each person are different, so in order to meet these needs, rich content supply will come one after another, and the Internet concept of guiding "traffic realization" is also effective here.

Whether it is an advertising business or various other demands or supplies, all foundations must be built on a huge number of users.

Rich content and services will drive more people to participate, and gradually form a beneficial virtuous circle, thus continuously enriching the content of the entire "virtual ecology".

As time goes by, as more and more people participate, more and more content and services will naturally be produced. The richer the content, the healthier the ecology, and the more people will participate.

A complete "virtual ecology" will be formed naturally, and an all-round and diverse ecology will be stable and unbreakable.

When a series of commercial activities are more and more frequently established on the "virtual world", this place will become the source of banknotes, as the future technology of the "virtual world" platform to maintain stability.

He stays aloof, does not directly or even indirectly participate in the commercial competition within the platform, every company, organization or individual that creates wealth on the platform of "virtual world".

Future technology will draw a very small part of the water from them, and the bits and pieces will gather into a vast ocean. At that time, countless banknotes will flow into the future technology account every moment.

It is obvious that Li Linfei is not only unmatched by others in terms of technology research and development, but also has excellent business acumen. On the "virtual world" platform, he has achieved the most harmonious relationship between the platform and the participants.

On this platform, only if you earn more, I can earn more, and only if you are strong, I can be stronger. This is a typical DT model and altruistic thinking.

After confirming this series of news, Li Linfei didn't pay too much attention to it.

Turned the attention away from the Tokyo Game Show and the players to another place.