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【Chapter 345: Put a heavy bet】

"Wow, a masterpiece! I really can't imagine it. I think everyone present can't imagine what kind of game works require a team of thousands of people and such a high sky-high production cost?" As the players on the scene retreated, the voice of the female host finally resounded smoothly throughout the audience.

"There is no doubt that satisfying games must be the best among the best. All works at this level are top-notch and more perfect than those at level 3." said Straus, the head of Star.

"There is a question that makes me curious. Does this mean that the R&D cost of a successful large production in the future will become the norm? In other words, one of the major criteria for a game with grade quality is that its production cost and promotional expenses will reach an astonishing $700 million? Does this mean that a successful phenomenal game will never appear in small companies and low-cost production?" the host asked again.

The host's question undoubtedly attracted some game producers and industry practitioners who came to the scene. These three questions are very important to them and are particularly concerned about them.

After a while, Komele answered this question and said: "The investment cost of US$700 million is not a small amount. The sales of a game that can sell 20 million copies worldwide is already a phenomenal work. However, at such a high cost, the sales of 20 million copies can only barely recover the cost. This is a huge pressure for any third-party game development company and the possibility of failure is greater. With such a high cost, even the top ten third-party developers in the world, once their works dive, it will drag down the entire game company and even go bankrupt. This is by no means an exaggeration."

"We like 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 works and the high investment costs of Interstellar Citizens, the probability of appearing in the future is extremely small."

"Mr. Jingzheng said it was right last month." Strauss took the speech and added: "If there is a minimum hard standard for the so-called third-level works, if there is a minimum hard standard in terms of their investment amount, I think this standard must be roughly no less than US$300 million, and not more than US$500 million. The quality and level of excessively low investment costs will inevitably not reach level 3. This is beyond doubt. With an excessively high cost budget, a level 3 work is difficult to be born. The company must consider its risks. The risk of a level 3 production is really very high. As Mr. Jingzheng said last month, if it is not done well, it will drag down a top third-party production company."

"So why is the production and promotion cost of these 12 works so high?" the host said again.

Ubisoft CEO Jevis answered everyone present for a moment. He pondered for a moment and said, "Maybe everyone here already knows that Matrix Technology will launch a mysterious technology product in about three years, that is, the incredible mysterious project. You may have guessed some of the approximate questions, yes, these 12 works are closely related to that mysterious project."

"Matrix Technology's mysterious product? Is it a host?" the host said curiously.

Jevis looked at the curious audience on the court. Although he knew, he signed a confidentiality agreement and could not disclose it. He shook his head and said, "It is an inspiring and dream-level technology product, an ultra-modern technology product, but it is definitely not a host. As for what it is, you will know it after paying attention to the matrix technology trends in three years."

Speaking of this, Jevis pulled the topic back and said: "The reason why 12 works cost a lot is more because of the tight time. A production team that reaches the level 3 quality masterpiece does not actually require a thousand people in normal scale. The production team of the three masterpieces is generally 200 to 300 people, while the production team of the level 3 masterpiece is 400 to 500 people is completely enough. The production team of each of these 12 works reaches the level 1,000, and the production team of the 12 works is more about 100 people, because we must ensure that the 12 works must be marketed three years later while reaching the level 3 standard. This is the biggest factor in increasing costs. In fact, if the standard production team is based on the normal production process and time, each work can save about 300 million US dollars."

When those present heard Jevis's words, they had to sigh again that Matrix Technology is not ordinary money, Ren Hong is not ordinary willful, and that this kind of green dollars is exchanged for time, few companies in the world dare to play like this and have the courage to play like this.

"So players will never see any work that will announce a bad news that it will be announced to be postponed. Three years later, your favorite works will inevitably be launched." Jevis added with a smile.

This news is good news for game enthusiasts present. For players, the most painful thing is not to be able to play their favorite works, especially as they look forward to the release date, suddenly an announcement announced the delay of the ticket, which was so cruel that they were dying.

This time, not only will the votes not be delayed, but they will also spend the dollar even hard to go public normally at the established time. Jevis swore that he would never be delayed and seemed to be very credible.

Matrix Technology Headquarters.

Ren Hong saw that the live video had been closed here. Obviously, the Tokyo Game Show, which is in Japan, has not ended yet, and the symposium is still continuing, but there is no need to pay attention to it anymore.

He roughly visited the online forums of the exhibition and the game circle for a few minutes. The topics about 12 works are soaring rapidly. Combined with the fanatical reactions of players on the scene, it seems that there is a trend of causing an uproar in the game world.

There is no doubt that in the early stage of popularization of the "virtual world", before forming a "virtual ecology" with rich and diverse "virtual games" are a super powerful and first driving force for popularization in the early stage. With unprecedented top game content as support, game enthusiasts will inevitably happily pay for a set of equipment to experience it.

In addition to Interstellar Citizen, the 12 top masterpieces are a series of big-selling sequels, which is also to make it easier for players to consume works that are familiar and loved by them under a brand new way of experience. After all, feelings are also something to be played.

It can be said that in order to popularize the "virtual world", Ren Hong has invested a lot in the game. He first acquired four world's top third-party game developers and a game studio for more than 24 billion US dollars, and once again spent more than 10 billion US dollars to create 13 unprecedented third-level super-class works in the provision of game content.

Strictly speaking, Ren Hong acquired these game companies and provided huge sums of money to make game content. His total investment of nearly US$35 billion is to promote the "virtual world". US$35 billion is only used for the promotion investment of the "virtual world", which is simply outrageous. Fortunately, the outside world does not know that Ren Hong is so "crazy".

But in Ren Hong's opinion, although he has invested a lot, it is undoubtedly worth it. Not to mention the profit problems of the four world's top third-party game developers and Interstellar Citizen Studios themselves, these 13 works themselves can make profits in the future. But it is worth mentioning that Ren Hong did not like the profits of these companies. What he really liked was the user scale of the entire game industry, which is the fundamental reason why he spent 35 billion yuan in a sky-high price.

In China alone, the number of gamers has reached a super large scale of 720 million, and the number of global players has exceeded 1.4 billion.

Even if this $35 billion investment can bring 35 million of its users into the virtual world from these 1.4 billion gamers, it is a huge success, and this is just the most conservative estimate.

To be continued
Chapter completed!
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