Technology Bigshot

Chapter 345: : Vote with a heavy bet]

"Wow, SSS-level masterpiece! I really can't imagine, I think everyone present is unimaginable, what kind of game work needs a thousand-person team production scale and such a high production cost?" With The players on the scene, the shouts and applause retreated, and the voice of the hostess was finally able to resound smoothly through the audience.

"There is no doubt that games that meet the SSS level must be the best of the best. All works on this level are super first-class and more perfect than the 3A-level works." Strauss, the head of the R star Said.

"Then there is a question that makes me very curious. Does this mean that in the future, the development cost of a successful large-scale production of 500 million US dollars will become the norm? That is to say, a big game with SSS quality The standard is that its production costs and advertising costs will reach a staggering 700 million US dollars? Does this mean that a successful phenomenon-level game will never appear in small companies and low-cost production?" Asked.

The host’s question is undoubtedly attracting some game producers and industry practitioners who came to the scene. These three questions are very important to them and they are particularly concerned.

After a while, the CEO of Comerle answered this question, saying: "The investment cost of 700 million US dollars is not a small amount. A game that can sell 20 million copies worldwide is already a phenomenal work. With such a high cost, the sales volume of 20 million copies is only barely recovering the cost. This is a huge pressure for any third-party game development company, and the possibility of failure is greater. Such a high cost, Even the current top ten third-party developers in the world, once their works dive, it will bring down the entire game company and even go bankrupt. This is by no means alarmist."

"We love to make games, but as a company, profitability is one of the core factors that must be considered and cannot be ignored. Similar to these 12 and "Star Citizen" works, the high investment costs, the probability of appearing in the future is extremely small. of."

"Mr. Jingzheng was right last month." Strauss took the words and added: "The so-called 3S super first-class works, if there is a minimum rigid standard for its investment amount, I think this standard is roughly No less than 300 million U.S. dollars, not more than 500 million U.S. dollars. The quality and level of low investment costs will inevitably not reach the 3S level, which is undoubtedly, and the high cost budget makes it difficult for 3S works. When it is born, the company must consider its risks. For 3S-level large-scale productions, the risks 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 said again.

Ubisoft’s boss Yevis answered this question to everyone present. He pondered for a moment and said: “Maybe you all already know that Matrix Technology XlouS will launch a mysterious technology product in about three years. It's the incredible mysterious project. You may have guessed something about it, yes, these 12 works have a lot to do with that mysterious project."

"The mysterious product of Matrix Technology? Is it the host?" the host said curiously.

Yevis looked at the curious audience. Although he knew it, he signed a non-disclosure agreement. He could not disclose it. He shook his head and said, "That is an exciting dream-level technology product, ultra-modern. A technology product, but it is definitely not a host. As for what it is, you will know the dynamics of Matrix technology after three years."

Speaking of this, Jevis brought the topic back and said: “The reason why 12 works cost so much is that the time is tight. A production team that has reached a 3S-level quality masterpiece is actually on a normal scale. There is no need for a thousand-person level. The production team of a 3A masterpiece is generally 200 to 300 people, and a production team of 400 to 500 people for a 3S-level masterpiece is completely sufficient. The production team of each of these 12 works reaches the 1,000-person level. More time is exchanged for quantity and efficiency, because we have to ensure that 12 works must reach the 3S level standard and must be in the market three years later. This reason is the biggest factor in increasing the cost. In fact, if the production is in accordance with the standard Team, normal production process and time, each work can save about 300 million US dollars."

After hearing what Yeves said, the people present had to feel that Matrix Technology is not rich in ordinary money, and Ren Hong is not ordinary willful. This kind of exchange of green dollars for time, few companies in the world dare to do so. Play and have this courage to play so.

"So players will never see the bad news that any work will announce a ticket bounce. Three years later, your favorite work will be on the market." Yevis 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 looking forward to watching the release date approaching, suddenly a The announcement announced the postponement of the bouncing ticket, which was simply abused.

Not only will there be no bounced tickets this time, but the US dollar will be smashed in order to be listed normally at the scheduled time. Yeves vowed to never bounced tickets seems to be credible.

...

Matrix Technology Headquarters.

Ren Hong saw that the live video has been closed here. Obviously, this year's Tokyo Game Show, which is currently in Japan, has not ended yet, and the forum is still going on, but there is no need to pay more attention.

He spent a few minutes in the online forums of the exhibition and the game circle. The topic of 12 works is soaring. Combined with the fanatical reaction of the live players, it seems to be a trend that will 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 strong cardiotonic and first driving force in the early stage of popularization. Supported by an unprecedented top game content, its game enthusiasts will inevitably pay for a set of equipment to experience.

In addition to "Star Citizen", the 12 top masterpieces are all sequels of a series of big-selling. This is also to make it easier for players to drive their consumption with the familiar and favorite works in a new way of experience. After all, feelings are also to be played.

It can be said that in order to popularize the "virtual world", Ren Hong has laid his blood in the game. First, he directly acquired four top third-party game developers and a game studio in the world for more than 24 billion US dollars. Provided that it cost more than 10 billion U.S. dollars to create 13 unprecedented 3S super-class works~www.readwn.com~ Strictly speaking, Ren Hong acquired these game companies and provided them with huge amounts of money to make game content, which totaled nearly 350 The US$100 million investment is to promote the "virtual world", and the US$35 billion is only used for the promotion of the "virtual world". It is simply outrageous. Fortunately, the outside world does not know that Ren Hong is so "crazy."

However, in Ren Hong’s view, although the blood was laid down, 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, these 13 works themselves are It can bring profit in the future, but it is worth mentioning that Ren Hongke did not take the profit of these companies. What he really looks at is the user scale of the entire game industry. This is the trend. He is spending 35 billion yuan. The root cause.

In China alone, the current number of game players has reached 720 million ultra-large scales, and it has exceeded 1.4 billion globally.

This $35 billion investment can bring 35 million of the 1.4 billion gamers into the virtual world, which is a huge success, and this is only the most conservative estimate.

(To be continued) (To be continued.)

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