As a pioneer, you always have to take some risks, and Polaris Games can fully bear this risk. If even Polaris Games is not willing to take risks, let alone expect other companies to take risks.
And this is only done in the pioneering stage. As long as you persevere, you can always gain huge gains and bring huge benefits to our country's cultural industry output in the future.
If our country's culture is spread through the media and other means, it may arouse their high vigilance, but exporting culture through specific products must be much more secretive.
In particular, this kind of entertainment and cultural products can not only bring a relaxed atmosphere to consumers, but also instill our cultural concepts unconsciously. There is simply no better promotion channel than this.
However, "The Legend of Shushan" can be regarded as the beginning of Polaris Game Company's attempt. In the future, it will fully explore scripts that have the value of being adapted into games.
In addition, we also need to combine our traditional culture with the universal values of the current world to achieve a more recognizable cultural gene and make our products more easily accepted by others.
Although for Zhao Yi, whether he can be recognized by others does not matter much, especially when our country's economy is highly developed, others will unconsciously take the initiative to learn our culture.
It's just that if it is spread unconsciously in this way, it will take much longer, and we will also lose a lot of market in the process, which will have a certain impact on our country's economic development.
In this case, it is better to adopt a more positive attitude to carry out this work, just like Lime Entertainment Company does. Only in this way can the prejudice caused by cultural barriers be reduced, and it may have unexpected effects at critical moments. .
In addition to the single-player game field where they originally had an absolute advantage, Polaris Games Company is also producing several games that adapt to the development of the Internet, that is, online games.
The two online games they produced before were mainly to meet domestic needs. It is basically impossible to rely on those two online games to conquer cities and territories in the world.
But they only had stand-alone game genes before, and they had a relatively clear understanding of what stand-alone games other countries liked. Especially after several years of development, there were basically no problems in this regard.
But when it comes to online games, their experience is insufficient, especially if they want to create online games that are popular around the world. This is even more difficult.
So faced with their predicament, Zhao Yi provided the well-received Warcraft-related information from his previous life and asked them to create a competitive "Warcraft" and online game "World of Warcraft" based on this information.
They have already completed the production of the former, because "Warcraft" is basically not difficult for them. The graphics are even much better than the previous version of Blizzard, and all indicators exceed the version produced by Blizzard.
As for "World of Warcraft", they are still in production. First, they have relatively high requirements for this game and strive for excellence in all aspects, especially the plot and dungeons. They have put a lot of effort into it.
Second, on the premise of improving quality, it also needs to adapt to the hardware requirements of most current PC platforms, which makes development much more difficult and requires relatively high optimization requirements.
After hearing what Li Shanhe said, Zhao Yi felt that there was no need to blindly adapt to the hardware requirements. This would take a lot of energy and be prone to problems.
As the first serious online game for the world, sometimes there is no need to compromise blindly, because the optimization results often require sacrificing something, which cannot make the game perfect.
Moreover, Zhao Yi believes that through the higher configuration requirements of online games, some backward PC products can be eliminated, allowing players to spend money to buy new computers.
The important reason for the elimination of computers is definitely not office needs. If it is just for daily office work, there will be no big problem if a computer is used for more than 10 years.
Therefore, if you want players to frequently change computers, the best way is to increase the game's demand for hardware. Only in this way will players be willing to change their computers to achieve the purpose of increasing computer sales.
In this round of computer updates, Zhao Yi's other industries have made the biggest profits. Not to mention that Polaris' computers account for more than 60% of the global market share, and Tianxing Semiconductor's graphics cards will also follow suit. Sell it out.
This is the same reason that every time a new operating system comes out, the original computer is very difficult to operate. Only when consumers feel that the computer is becoming less and less powerful will they be motivated to change the configuration.
Hearing Zhao Yi's analysis, Li Shanhe seemed to have a sudden enlightenment. It turned out that this method could be used to promote hardware sales, which opened his eyes. He said secretly: "The boss is indeed the boss, and the means of making money are so destructive. '."
As for whether this will have any adverse impact on the global operation of "World of Warcraft", Zhao Yi feels that although there will be some impact, it will not be significant.
Because Tianxing Semiconductor has sold a lot of high-end graphics cards around the world before, and these graphics cards run "World of Warcraft" without any pressure, which ensures that their basic disk is stable.
Moreover, consumers who previously purchased high-end graphics cards from Tianxing Semiconductor were basically game enthusiasts, even game enthusiasts. If "World of Warcraft" is well-publicized, are you afraid that they will not fall into the trap
In fact, the publicity work about World of Warcraft had already begun before this. The first was the publication of related books about World of Warcraft, which have been sold globally through publishers such as Random House.
Because the stories about World of Warcraft attract more attention from Western readers, and the plot settings are more interesting, this book has attracted a wide range of readers around the world.
Although it did not rank first on the best-selling list, it ranked tenth on the best-selling list, and it is still on the rise. This best-selling list itself is a very high advertisement.
In other words, the story about World of Warcraft already has a certain consumer base, and the soon-to-be-released "Warcraft" will expand this base, at least to win over those consumers who don't read much.
Some time after "Warcraft" became popular, the development work of "World of Warcraft" has basically come to an end, and the launch of "World of Warcraft" will be much smoother by then.
In addition to publishing books and producing fighting games, Lime Entertainment has also obtained the copyright to the book "World of Warcraft" and is currently intensively producing it.
According to Li Shanhe's report, Qing Ning Entertainment will put the first part of the "World of Warcraft" series of movies on the screen in the middle of next year to build momentum for the release of the "World of Warcraft" online game.
As for whether the movie produced by Lime Entertainment will suffer a waterloo like the one produced by Blizzard in its previous life, Zhao Yi thinks it is unlikely.
He has actually read the script, and it is very attractive. Coupled with the existing readership base and their strong production level, the production effect can only be better without being compromised.
In fact, although this World of Warcraft is also called World of Warcraft, it is actually very different from Blizzard's World of Warcraft in the previous life. It can be said that they are basically two things.
But Zhao Yi doesn't think there is anything wrong with this. Compared with Blizzard in the previous life, Polaris Game Company is stronger and has spent much more energy on improving the plot and spending much more energy than them.
Moreover, Polaris Game Company was focused on the "World of Warcraft" online game from the beginning. As for the first version of "Warcraft", it was just an incidental product, used to warm up the online game in advance.
This resulted in Polaris Games having perfected the entire world structure and storyline of the World of Warcraft story from the very beginning, without the need to tinker and fragment like Blizzard did in its previous life.
Whether their structure is successful or not can be seen from the popularity of the books they publish. Being in the top ten of the best-seller list and having the potential for further improvement already speaks volumes.
In fact, this phenomenon has always existed in Polaris Game Company, such as the "Legend of Shushan" mentioned earlier, and the 3A works they discovered before are still the same.
Although Zhao Yi's IQ has skyrocketed now and he has a photographic memory, he was just an ordinary person in his previous life. He can't remember many of the things he has seen and played in person, let alone hearsay information. .
Therefore, many of the ideas he provided to Polaris Game Company were actually relatively fragmented, and then the screenwriting department of Polaris Game Company refined the entire story to a usable level.
You read that right, Polaris Game Company also has the same screenwriter department as Lime Entertainment Company. Its main task is to improve the storyline and design the world structure.
This is different from the game planning department, because they will not pay too much attention to the game itself, but start from the story itself to complete the entire story.
Don't underestimate the ability of the screenwriter department. It is precisely because of their outstanding performance that the series of games of Polaris Games have achieved great success all over the world, not just one part in the series.
Because when making a series of games, they have carefully designed and arranged them before and after, so that players can play until the end and look forward to the next game, just like watching a TV series.
The "World of Warcraft" books published this time are written by the screenwriter department of Polaris Games Company, and they are also a series. The advantage of this is that they can maintain the popularity of the "World of Warcraft" game for a long time.
As we all know, the most important thing about online games is operation. In addition to the operation of the game content itself, how to maintain the popularity of the game is also part of the operation.
In the future, we only need to release a sequel every once in a while, and then film the sequel into a special effects blockbuster the next year. It will be easy to maintain the popularity of the "World of Warcraft" game through this method.
And if the audience of the "World of Warcraft" game is very large, it will in turn promote the sales of books and movies, and eventually form a relatively complete ecosystem.
Moreover, "Warcraft" related to World of Warcraft can also start related game competitions. The first version only has a traditional mining confrontation mode. In the future, a confrontation mode of the previous Dota version can also be developed.
In order to obtain the benefits of subsequent versions, Warcraft has not yet opened the map editing function to the public. According to the plan, the map editing function will not be opened until Polaris Games releases the Dota version at least.
This is done to maximize the benefits. As someone who has experienced it, Zhao Yi understands very well what kind of impact the Dota mode can have on game competition. Of course, you have to take the benefits yourself.
After obtaining this benefit, opening up map editing to match the development of your own battle platform is simply taking advantage of this game to the extreme.
According to this set of operations, Zhao Yi estimates that it is basically not too difficult to maintain the popularity for about twenty years. If the entire cycle is run, it can bring hundreds of billions of benefits.
And what's interesting is that "World of Warcraft" will adopt a charging model of point cards and props. This is a combination of the current revenue models of "Legend" and "Audition" that they operate. It is simply a matter of money. .
However, Zhao Yi did not stop them from doing this, mainly because the characters in "World of Warcraft" really did not meet his aesthetic standards. In his previous life, he thought they were ugly.
It's just that this kind of aesthetic is more popular in the West, and as a Warcraft-themed product, others think the character should look like this. If it looks too human, it won't be good.
However, in order to take care of the aesthetics of players around the world, it is necessary to provide a set of aesthetic skins that match the local aesthetic. This can not only solve the dilemma caused by aesthetic differences, but also facilitate the global operation of this game.
At the same time, it can also bring more income to Polaris Game Company. Anyway, these things have no attributes. If they really want to save money, they can not buy these props at all, and it will not affect fairness at all.
In fact, the previous version of "Swordsman Love 3 Online Edition" used this operating model. As a result, their point card revenue accounted for a small proportion of revenue, and prop revenue became the main source of income.
If Polaris Games really works hard on game content and prop design, then the income from these props will really become the main source of income for this game in the future.
Because point card income is relatively fixed, if you want to get more income from it, you can only expand the user base and increase online time, and both of these will eventually reach a bottleneck.
However, the bottleneck encountered when selling props is much higher, because consumers can theoretically purchase these props unlimitedly and are not affected by the size of the user at all.
Moreover, Polaris Game Company has a natural advantage in making these props. In addition to the character body shape that needs to be designed by itself, the character costumes can be entrusted to Hualong Clothing Company.
With the help of Hualong Apparel Company's hundreds of thousands of designers and intelligent clothing design systems, it can provide a large number of clothing props for "World of Warcraft" in a short time to meet the needs of various consumers.
And if some clothing becomes popular in "World of Warcraft", Hualong Clothing Company can also take it to the real world for production to meet certain needs of "World of Warcraft" players, which can be described as killing two birds with one stone.
Don't underestimate the benefits here. This is also a game-derived field and a part of cultural brand management, so the prices of these things will not be very low, and the net profits will be much higher.
If the global player base of "World of Warcraft" may eventually reach hundreds of millions, and if 10% of the players purchase these extended products, the benefits will be huge.
Moreover, people in European and American countries like to show off their personalities and are even more enthusiastic about this kind of game derivative products. It is estimated that on average, there should be no problem if everyone has one.
Even if this kind of product is sold cheaply, with an average price of 100 yuan a piece, as long as hundreds of millions of people buy it, it can generate tens of billions of yuan in revenue. This is already a very big benefit.
Therefore, according to the agreement signed by Polaris Game Company and Hualong Clothing Company, Hualong Clothing Company helps Polaris Game Company design these clothing props for free.
The only requirement is that Hualong Clothing Company can use the property rights of these props to produce real-life clothing for free, and it is exclusive, which means that only Hualong Clothing Company can do it.
If they are two completely unrelated companies, they will never sign such an agreement. This is equivalent to trapping one's own hands and feet. But who said that the two companies are the same boss, so they don't care about these things.
And after such an agreement is signed, Polaris Games does not need to allocate energy to focus on these things, and can focus more on the content of the game itself.
However, although this part of the profit is divided, the game character images and other props can be managed by themselves, and they do not need to spend too much energy in this regard.
Because they only need to choose what physical products to produce based on their popularity, and they do not need to be responsible for the production. They can just entrust it to the toy manufacturing company under Lime Entertainment Company.
In fact, they already have business in this area. The 3A works they released previously were very popular, and many of the things in them can be sold in real life.
If they didn't have this awareness at first, with the emergence of Qing Ning Entertainment Company's operating model, they would suddenly become enlightened and start learning in a decent manner.
This is also very beneficial to the operation of the toy company under Qing Ning Entertainment Company. Although it is only processing and earning some hard-earned money, it at least provides an additional source of income for the operation of the company.
Moreover, the profits of such cultural derivative products are often much higher. At the same time, the two companies belong to the same owner, and there is more room for negotiation on the OEM price, so that it will not completely become a sweatshop.
As for the sales of these things, they are fully entrusted to Shangtong Trading Company. Their resources in this area are the most abundant in the world, and there is basically no need for Polaris Games to worry about it.
In other words, after such an operation, Polaris Game Company only spent some energy on designing character images and item images, and basically did not spend too much energy on the rest to get this extra money.
Enterprises in this industry chain can also obtain their own interests. This is not just a win-win situation, but a win-win situation for all. (End of chapter)