"Can the Debate.com platform earn back profits in the future?"
On the Internet, I don’t know when some articles with similar titles appeared.
Some of these people are so-called economists.
When the traffic of the Battle.net platform surged rapidly, these people focused on this new gaming platform.
Game console users are real. If you want to become a game console user, you must at least become a buyer of a game console first, and at the same time you must buy another game.
However, there is no download threshold for the Battle.net platform on the PC platform. As long as you have an Internet connection, you can download it and then play games on it.
So the number of people online at the same time recorded on the Battle.net platform seems a bit high to these people.
When the Internet bubble caused by Yoo last year caused the stock prices of Internet companies to halve collectively, many people talked about the extent of the Internet's discoloration and stayed away from the Internet.
Now they find that Yuxing Electronic Entertainment, which was originally running steadily, seems to have suddenly adopted an Internet model.
This is really a bit confusing.
What others avoid the most, they are now actively engaging in.
According to the estimates of these so-called economists, Youxing Electronic Entertainment spent at least more than tens of millions of dollars to attract these free players.
These tens of millions of dollars were directly invested, and economists at this time felt that this was a waste of money.
However, Youxing Electronic Entertainment did not pay attention to this. They continued to add servers to the Battle.net platform, while adding more service windows and strengthening the creative workshop.
Within a free week, all kinds of modules in the creative workshop filled the entire page.
The player's imagination and creativity are completely unleashed at this moment.
It's a feeling of freedom.
Freedom is also a powerful attraction sometimes.
Although there are still a few of these modules that are truly interesting, it doesn't matter to those players who like to create.
An unknown player used simple tools to create a Counter-Strike gun model out of curiosity.
It was just a model, and it was downloaded thousands of times one day after he submitted it.
At the same time, there are many comments under the module I made. Most of the comments are praising the gun model for being beautiful and saying that I like this brand-new model very much.
The players who made this firearm module experienced an unprecedented sense of accomplishment.
This feeling of being praised and liked is completely different from the feeling of playing a game.
This also stimulated the creativity of such players, who began to make various modules crazily, hoping that more people would like the things they made.
This also began to slowly form a positive effect.
The three friends Kazumi, Aiko and Oto-chan should be considered one of the biggest beneficiaries of this creative workshop mode.
Because of Kazumi's whim, the farm defense gameplay created by the three of them was thrown into the game Counter-Strike.
Moreover, Hemei’s submission was very early. It was considered one of the earliest Counter-Strike modules and received more attention.
Players soon gave high praise to the Counter-Strike Farm Defense module produced by Hemi.
Then they noticed that there was a game of the same name on the Battle.net platform. The price was not expensive, only 1,000 yen, or ten dollars. Even a child could afford it with a little savings, so they bought it without hesitation.
In this game, I plan to play this more complete farm defense battle.
During the short period of time when Counter-Strike was free for a limited time, the sales of Farm Defense surged again. The game that originally only had sales of tens of thousands quickly reached 100,000 sales in a short period of time.
Sales volume of 100,000, excluding the 30% of the platform, means that an income of about 700,000 US dollars fell into the pockets of three girls in a very short period of time.
The three girls were absolutely pleasantly surprised.
Oto-chan, who had often quarreled with Kazumi in the past, could not say anything at this time, and Kazuomi had been arrogant for a long time.
And the time soon came after one week of limited-time free service.
Before this, many Internet experts believed that once the free period ends, the number of users will decrease rapidly. After all, there will only be a small number of Internet users willing to pay, especially after they have experienced free content, they will never pay easily again.
It's like watching a free movie or TV series.
Even if this movie and TV series is very classic, people will only think of downloading pirated versions to enjoy it, and there will still be only a few people who buy the genuine version.
But reality slapped them hard in the face.
When the one-week free period ended, the number of simultaneous online players for several limited-time free games did drop. However, the number of simultaneous online players did not halve as they expected, but remained at a high level.
The number of simultaneous online users of Counter-Strike can still remain at 700,000 after the free period has passed. This may be because the sales of Counter-Strike itself are very high, so it is normal for this data to be maintained.
The same is true for several other games.
But this proves that the number of simultaneous online players is real.
If we can remain online at the same time, the number of users will definitely exceed ten times.
This time made some economic experts who had previously ridiculed a little breathless.
what happened?
Why is it that my judgment based on rich experience doesn’t work on the Battle.net platform?
Why don't many of these people go back to experience free games?
Regarding this, Zhu Youxing just felt that these guys were really boring.
Why do you have no time to study on your own? After all, they have certain limitations in this era, so they are not very clear about the saying that free is the most expensive.
Free is equivalent to a stepping stone. It tells players that only genuine players, even those who play genuine games for free, can experience the most complete creative workshop experience.
It is true that modules can also be spread through piracy, but the creative workshop of the Battle.net platform has been set up very well by Zhuyouxing from the beginning, and the experience is very good, which means that no one will be willing to give up good genuine creative work.
workshop experience.
Moreover, games such as Counter-Strike and StarCraft are not particularly expensive in the first place. In order to promote e-sports, games such as Counter-Strike and StarCraft have experienced several rounds of permanent price reductions.
In this way, no one is willing to give up such a genuine game with a good experience.
And all of these can actually only be regarded as subsidiary products.
The original purpose of Zhuyouxing was to find more people interested in game development through module production.
Now, according to feedback from several game creative workshops, some players have become interested in the development of video games themselves because of the attention they received in the creative workshops. Among them are some people who are quite talented in game development. Zhuyou
Xingxing extended an olive branch to these people without hesitation and invited them to develop games on the Battle.net platform. Xingxing would provide a full set of engines and other development tools. Before the revenue did not exceed one million US dollars, Xingxing Electronic Entertainment even
We will not charge them a penny, just to encourage them to take root in the Battle.net platform and bind them deeply.