Chapter 43: The Complex Game Ecosystem in China
Ignorance is the happiest.
It seems that anything is the best only when you are just in contact and know nothing.
This is true for novels, movies, and video games.
When I first came into contact, I felt like I had opened the door to another world. This world is extremely majestic and magnificent, as if it was infinitely large, making people obsessed and intoxicated.
However, if you watch more and play more, this feeling will be gone forever.
It's like a new city, walking aimlessly on the streets, everything is so novel, as if the city is infinitely large, which makes people feel very interesting.
But if you stay in this city for a long time, you will be familiar with everything, draw out the margins, and know them all.
Gone are the charm of strangeness and unknown.
The greatest contribution brought by a number of game manufacturers such as the Red and White Machines era, Nintendo and other games was to provide great fun when most players were still ignorant and unknown.
Compared with his predecessor Atari, Nintendo's quality management system and premium system ensures that the game is fun, and at least players will not spend money to buy a bad thing.
Although Japanese players at this moment have been reclaimed by many game manufacturers.
It is like a piece of land, developed from the original shrub into fertile soil.
However, Chinese players are still in a relatively primitive state.
A few years ago, Takahashi's uncle Pei Jung used to learn computers instead of computers in Shanghai, allowing national leaders to see.
Since then, learning machines have become increasingly popular and have become the mainstream of Chinese red and white machine-compatible game consoles.
In fact, the idea of learning machines is contrary to the nature of cheap electronic game machines.
The Japanese market developed earlier and more mature than the Chinese market, but there is no good sales for learning machines with variants of Japanese gaming consoles.
The reason is because parents look down on learning machines?
No, no.
Countries located in East Asia and in the traditional Chinese cultural circle generally like education.
The learning machine is actually a good gimmick.
However, adding a keyboard and a inferior mouse will cost an additional 10,000 or 20,000 yen. Isn’t this an insult to the consumer’s IQ?
In essence, electronic game consoles are equivalent to a family toy in Japan, and there is no difference between buying a Gundam model and Lego building blocks.
The price difference of 10,000 or 20,000 yen is enough for parents to give up.
Moreover, if a child really wants to learn a computer, it is not unacceptable to spend 600,000 yuan to buy a real computer.
After all, Japan's economy was good at that time.
Moreover, compared with the consumption behavior of playing games, parents should be more willing to spend money when learning this investment behavior.
However, this situation is not reliable in China.
China's per capita annual income is about 1,000 yuan.
Under such circumstances, a computer worth 600,000 to 700,000 yen costs about 10,000 or 20,000 yuan. An ordinary dual-employed family can afford it for almost five to ten years without eating or drinking.
Therefore, serious computers, even cheap computers like Apple ii, are still affordable people in China.
Most of these guys are concentrated in Bei(Mi)jing, Shang(Miao)hai, Guang(Miao)zhou and other places.
The game consoles with multiple sides of more than 100 yuan are already considered a very "big" household appliance in Chinese families.
With the development and popularization of the film keyboard by Wanhu, a learning machine with a film keyboard may be about 50 yuan more expensive than a pure gaming machine.
In addition, the "Wishing Children and Come One" series of advertisements endorsed by Jackie Chan, spending an extra 50 yuan to give children a future. This is a reason that parents can accept and an excuse for children to want to play games.
Most children use the sayings of learning to type, etc. to ask their parents to buy learning machines, but when they buy them, they basically play games.
So, is it like this for all children?
No, no.
Many of China's first generation programmers have really laid a programming foundation from a series of red and white machine-derived learning machines such as Xiaobawang learning machines, pyramid learning machines, Yuxing vcd learning machines, etc.
Although most of these learning machines do not have storage functions, although the performance of these learning machines is pitifully poor, even the tutorials in the manual are full of errors.
However, it allows those children who are interested in becoming a new world.
It can be said that this is a refreshing existence among the tens of thousands of children who have been "destroyed" by video games.
However, in the mid-1990s, arcades that were popularized in areas led by Guangdong began to slowly penetrate the mainland.
These arcades were originally some arcades eliminated by Japan, Southeast Asia and the United States, and appeared in China as foreign garbage.
After all, the destruction of these electronic products can be said to be a high-pollution project.
These foreign garbage that comes in containers are sorted in China and then repaired.
So, arcade machines appeared in the streets and alleys.
At this time, there were no regular arcade halls, they were all hidden existences in alleys one after another.
Even if you want to go in and play games, you need to cut in and code.
Under such an ecosystem, ordinary children are willing to go to the arcade hall to play.
But more, what is always here are some stream (meow) rogues.
These elder brothers seem to be very familiar with all the games in the arcade hall. They can make the children who can save enough money occasionally worship like mountains.
Of course, these older children are not always rich, so things like robbing money are widely present.
Even this has formed a chain of money robbery, where older children rob children, and younger children rob younger children.
Even an adult, raising more than a dozen or a half-year-old children, and "collecting rent" in arcade halls all over the city.
Of course, they won't be the owners who open stores.
Those who can open an arcade hall, have connections or have vision, are not something that adult idle people in society can provoke.
They usually collect money from children.
So, a vibrant social group similar to the old social era began to form around the arcade hall.
However, such organizations are often not big.
Modern China is a country without a black society, because the country itself is a very powerful violent organ.
In such a complex environment, the first generation of Chinese gamers began to grow up.
Chapter completed!