Chapter 071 Electronic Opium (Repair)
In June, the weather became hotter. Kishimoto Masayoshi sat on the flight from Tokyo to Seoul. He originally planned to go to Seoul in April, but unexpectedly, everything was complicated, which made his itinerary change again and again.
So, when I was unable to do anything, I arranged for Miyazaki Ryui and Takahashi Hideaka to go to Seoul to establish an office.
Masayoshi Kishimoto leaned on the seat beside the window and looked at the blue sky and white clouds outside the cabin. Under the sunlight, a little facial reflection of his face was revealed on the glass of the cabin window.
Kobayashi Kiyoshi did not disappoint himself. The other party was indeed a rare talent, and the business team improved significantly in just two months.
Datian Asuki's logistics and administrative team also shouldered the responsibilities they should have. She arranged everything within the company in an orderly manner, which could save herself worry and effort.
Masayoshi Kishimoto suddenly felt a little complicated. Although he controlled half of the Korean online game industry, part of their main market was in China.
How do you say that Chinese online game industry practitioners are in this period of time? In fact, people who are foresighted and have a forward-conscious mind do not have them, but they are born at the wrong time.
Whether it is a console game, an online game, or other electronic games, it is called the name of an electronic game in China.
In the traditional consciousness of parents, good children should study hard and should not play electronic games. Children who play electronic games are all bad children. If they play electronic games, their grades will become worse.
However, children always secretly play with their parents on their backs and take pocket money. These electronic opiums are things that RB people come to harm Chinese teenagers. Especially elementary school teachers will also talk about a so-called "history".
The RB people said that it was your Chinese ancestors who defeated us in the war before, and now we will use electronic games to harm their descendants and defeat them again.
In his primary school days before Masayoshi Kishimoto was reborn, he really believed in the nonsense that the teacher said in the classroom. Now, in his opinion, electronic games are just a popular way of entertainment and leisure.
It’s like some people like reading, some people like drinking tea, some people like drinking, etc. It’s exactly the same. As for those who are addicted to it, it’s their own problems with poor self-control, not the fault of electronic games.
What's more, the market that RB people first occupied when they created electronic games should be in their own country. According to the logical thinking of electronic opium in Chinese primary school teachers at this time, and it is not that RB people do not know how to play electronic games, but are specifically for foreigners, especially Chinese people?
In fact, RB people are more crazy at this time than Chinese people. This console game, computer stand-alone game, etc. is something that most RB families have.
The general understanding of electronic games as electronic opium in Chinese society has led to the relevant decision makers also having practical considerations in this regard.
In China, the development of online games will be subject to various policy scrutiny, constraints and resistance. This situation has improved and changed in the 2002 863 Plan.
The Chinese government invested 5 million yuan in trial waters, one project gave Yanhuang Xinxing 2 million yuan, and the other gave 3 million yuan to the Institute of Automation of the Chinese Academy of Sciences.
The second year, the support and investment was increased, and the biggest beneficiary was the Xishanju Game R&D Studio, a subsidiary of Kingsoft. Domestic games such as "Swordsman Love 2" were developed and launched on the market.
At the same time, Kingsoft has independently developed the 863 game engine. Of course, this is incomparable to the famous Unreal series engine.
After 2002, there have been policies such as authenticating and registering game accounts with real-name authentication, and restricting game time for minors.
In fact, it is useless. Even elementary school students in the lower grades know that they can steal their parents' ID cards or just find one online.
Even more than 20 years later, the environment for online games in China is still restricted by factors such as censorship. Games developed by Internet companies such as Penguin and NetEase are on the list that are not reviewed.
In Masayoshi Kishimoto's opinion, this is what the butt determines the head. The relevant decision makers in this aspect do not play games or do not play games much, so...
Perhaps, when one day the person who really plays games becomes relevant decision makers, he will be able to truly usher in the spring of the game industry.
On the contrary, the South Korean government has given various loosening and support to the online game industry, which has made Korean online game industry companies emerge like mushrooms after a rain.
They seized the best historical opportunity period for the development of online games to catch up, from the initial situation of South Korea, RB, Europe and the United States, a three-legged situation gradually became a situation where only South Korea and Europe and the United States competed in the online game industry.
Masayoshi Kishimoto knew very well that it was already difficult for Chinese online game makers to catch up. As a result, after the popularity of "Legend of Blood" in the Chinese market, various Internet companies rushed to target Korean online games.
Some Korean online games have not been completed as a finished product. When they are in the semi-finished product stage, they will be taken to the Chinese market for sale and search for agency companies.
At the low point of domestic online games, even the slogans "Swordsman Love 2" were supported by domestic online games. It can be seen that in order to obtain agency rights, Chinese Internet companies even offered a sky-high price to get Korean online games.
Among them, Shanda Network paid a total of US$50 million in order to obtain the agency rights of "Tower of Eternity" from NCsoft online game company.
This is because in 2008, the average monthly salary of the people in the Magic City was only 3,293 yuan. In fact, the real income of the general public was at least half of the average salary, which is about 1,600 yuan per month.
Even the best economy in China is like this, let alone second, third, fourth, fifth-tier cities, and jokingly called 18-tier cities.
In order to promote this "Tower of Eternity" won at a sky-high agency fee, Shanda Network also spent 5 million yuan to light up the four words "Tower of Eternity" on the Bund Jinmao Building. That year, it also won the China Best Advertising Creativity Award.
"Tower of Eternity" is a good game, yes. However, "Tower of Eternity" and "Paradise" encountered the same problem when they entered the Chinese market. The fault was that the personal computer configuration in China was generally low and difficult to run.
Even if it is an assembly machine, the price is generally three to four thousand yuan. The price of a brand machine is only about five thousand yuan. Even so, not every family can own it.
Even if you forcefully run "Tower of Eternity", it is the simplified version, and you can only play it. Once a large-scale offensive and defensive battle occurs in the game, it will be a cartoon that is stuck.
To this end, Shanda Network had to compromise in the actual situation and simplified the client. The final result was the flood of plug-ins.
Masayoshi Kishimoto is the most clear, but even in 2019, China still encountered the same problem, with low personal computer configuration.
Chapter completed!