Technology Bigshot

[Chapter Three Hundred and Fortieth: Make a Heavy Bet]

"Wow, an SSS-level masterpiece! I really can't imagine, I think everyone present is unimaginable, what kind of game work requires a team production scale of thousands of people and such a high production cost?" With The players on the scene, the shouts and applause retreated, and the voice of the hostess finally resounded smoothly throughout the audience.

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

"Then there is a question that makes me very curious. Does this mean that in the future, the R \u0026 D cost of a successful large-scale production reaching the level of 500 million US dollars will become the norm? That is to say, a game with SSS-level quality is a big The standard is that its production cost and publicity expenses will reach a staggering US$700 million? Does this mean that a successful phenomenon-level game work will never appear in a small company and low-cost production?" The host again asked.

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 they are particularly concerned about them.

After a while, the CEO of Comile answered this question and said: "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, but in With such a high cost, the sales volume of 20 million copies is barely recovering the cost. This is a huge pressure for any third-party game development company, and the possibility of failure is even greater. With such a high cost, Even the top ten third-party developers in the world, once their works dive into the water, the entire game company will be dragged down or even go bankrupt, this is by no means alarmist.”

"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 last month." Strauss took the words and added: "If there is a minimum hard standard for the so-called 3S super-class works, I think this standard is roughly No less than 300 million U.S. dollars, no more than 500 million U.S. dollars. There is no doubt that the quality and standard of too low investment costs will not reach the 3S level, and too high a cost budget will make it difficult for 3S level works The company has to consider the risks of its birth, the 3S-level big production, the risk is really very high, as Mr. Yue Jingzheng said last year, 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 Yevis answered this question to everyone present, he pondered for a moment, and said: "Maybe everyone here already knows that Matrix Technology XlouS will launch a mysterious technology product in about three years, and it will It's that incredible and mysterious project. You may have guessed something in a hurry,

That's right, these 12 works have a lot to do with that mysterious project. "

"A mysterious product of Matrix Technology? Is it a mainframe?" 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 It is a technology product, but it is definitely not a console, as for what it is, you will know by paying attention to the development of Matrix Technology three years later."

Speaking of which, Yevis pulled the topic back, saying: "The reason why 12 works cost sky-high prices is more due to the tight schedule. The production team of a 3S-level masterpiece is actually not on a normal scale. The production team of 3A masterpieces is generally 200 to 300 people, and the production team of 3S masterpieces is 400 to 500 people. The production team of each of these 12 works reaches the level of 1,000 people. More time is exchanged for quantity and efficiency, because we have to ensure that 12 works must meet the 3S level standard and must be released in three years. This reason is the biggest factor that increases costs. The team, the normal production process and time, can save about 300 million US dollars per work."

When the people present heard what Yevis said, they had to sigh once again that Matrix Technology is not ordinary rich, and Ren Hong is not ordinary willful. Few companies in the world dare to do this kind of exchange of green dollars for time. Play and have the guts to do so.

"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 when they are looking forward to the release date approaching, suddenly a The announcement announced that the ticket 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.

...

Matrix Technology Headquarters.

Ren Hong saw that the live broadcast video has been closed here. Obviously, this year's Tokyo Game Show in Japan 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", Ren Hong spent a lot of money in the game. First, he directly acquired four of the world's top third-party game developers and a game studio for more than 24 billion US dollars. In terms of provision, it once again spent more than 10 billion US dollars to create 13 unprecedented 3S-class super-class works.

Strictly speaking, Ren Hong acquired these game companies and provided huge sums of money to allow them to produce game content. His total investment of nearly 35 billion US dollars was to promote the "virtual world", and 35 billion US dollars was only used for the promotion of "virtual world". , It is simply outrageous, fortunately, the outside world does not know that Ren Hong is so "insane".

But in Ren Hong'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. It can bring profits in the future, but it is worth mentioning that Ren Hong didn't care about the profits of these companies. What he really cares about is the user scale of the entire game industry. This is the trend. root cause.

In China alone, the current number of gamers has reached a super-large scale of 720 million, and it has exceeded a huge number of 1.4 billion globally.

Even if the investment of 35 billion US dollars can bring 35 million of the 1.4 billion gamers into the virtual world, it will be a huge success, and this is only the most conservative estimate.

(To be continued) (To be continued.)

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