Technology Bigshot Chapter 345: :To place a heavy bet]
"Wow, a masterpiece! I really can't imagine it. I think everyone present is unimaginable. What kind of game work needs a thousand-person team production scale and such a high production cost?" With the retreat of the cheers and applause of the players at the scene, the voice of the hostess finally resounded smoothly through the audience.
“There is no doubt that satisfying games must be the best of the best, and all the categories of works at this level belong to the super-first class, which are more perfect than the third-level games.” Star’s head, Straw S said.
"Then there is a question that makes me curious, does this mean that in the future, the development cost of a successful large-scale production will reach the $500 million level will become the norm? One of the criteria is that its production cost and publicity cost will reach a staggering $700 million or so? Does this mean that a successful phenomenon-level game work will never appear in small companies and low-cost production?" Host the man 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 of particular concern.
After a while, Kemei Le answered this question and said: "The investment cost of 700 million US dollars is not a small amount, and a game that can sell 20 million copies worldwide is already a phenomenal work. But at such a high cost, the sales of 20 million copies barely recovered the cost, which is a huge pressure for any third-party game development company, and the possibility of failure is even greater. Cost, even if it is the current top ten third-party developers in the world, once its works dive, it will drag down the entire game company and even go bankrupt, which 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 extremely likely to appear in the future. Small."
"Mr. Jingzheng last month is right." Strauss took over the words and added: "If there is a minimum rigid standard for the investment amount of the so-called 3-level super first-class works, I think This standard should not be less than 300 million US dollars, and it will not be higher than 500 million US dollars. The quality and level of the investment cost that is too low must not reach the level 3, which is beyond doubt, and the excessive cost budget, the level 3 It is also difficult to produce works, and the company must consider its risks. The risk of a 3-level large-scale production is really very high. As Mr. Jingzheng said last month, if it is not done, 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 added.
Ubisoft CEO Yevis answered this question to everyone present, he pondered for a moment, and said: "Perhaps everyone here already knows that Matrix Technology will launch a mysterious technology product in about three years. , which is the incredible mysterious project. You may have guessed something, yes, these 12 works have a lot to do with that mysterious project."
"The mysterious product of Matrix Technology? Is it a host?" the host said curiously.
Yelvis looked at the curious audience off the court. Although he knew it, he signed a non-disclosure agreement, and he couldn't disclose it. He shook his head and said, "That's an exciting dream-level technology product. , an ultra-modern technology product, but it is definitely not a mainframe. As for what it is, you can find out by following the developments of Matrix Technology three years later.”
Speaking of this, Yevis pulled the topic back and said: "The reason why 12 works cost soaring prices is more because of the tight time. A production team that has reached a level 3 quality masterpiece, in fact, The normal scale does not require the level of 1,000 people. The production team of the three major works is generally 200 to 300 people, while the production team of the third-level masterpiece is 400 to 500 people. The production team of each of these 12 works reaches 1,000 people. Human level, more time is exchanged for quantity and efficiency, because we have to ensure that 12 works must be listed in three years after reaching the level 3 standard. This reason is the biggest factor that increases the cost. A standard production team, normal production process and time, can save about $300 million per production.”
When the people present heard Yevis' remarks, they had to sigh again that Matrix Technology is not ordinary rich, and Ren Hong is not ordinary willful. There are not many companies in the world that exchange green dollars for time. The company dares to play like this and has the courage to play like this.
"So players will never see bad news like a delayed ticket announcement for any work, and three years from now, your favorite work will be on the market." Yevis 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 watching the release date with anticipation. Suddenly, an announcement announced that the bounced ticket was postponed, and it was like being abused.
This time, not only will there be no bounced tickets, but he will not hesitate to smash the dollar in order to be listed at the given time. Yevis swears that he will never bounce the ticket. It seems that the credibility is still very high.
Matrix Technology Headquarters.
Ren Hong saw that the live video has been closed here. Obviously, this year's Tokyo Game Show in Japan has not ended, and the symposium is still going on, but there is no need to pay attention any more.
He briefly browsed the online forums of the exhibition and the game circle for a few minutes. The topic of the 12 works is soaring rapidly. Combined with the fanatical response of the players on the scene, it seems to be a trend that will cause an uproar in the game industry.
There is no doubt that in the early stage of popularization of "virtual world", before a "virtual ecology" with rich diversity has been formed, "virtual game" is a super-strong cardiotonic and the first popularized in the early stage. The driving force is supported by the unprecedented top-level game content, and its game enthusiasts will definitely pay for a set of equipment to experience it.
In addition to Star Citizen, the 12 top masterpieces are all sequels to a series of big hits. This is also to make it easier for players to consume works that players are familiar with and love in a new way of experience. After all, feelings also have to be played.
It can be said that in order to popularize the "virtual world", Ren Hong has invested heavily in the game. First, he directly acquired four top third-party game developers and a game studio for more than 24 billion US dollars. In terms of game content provision, it once again spent more than 10 billion US dollars to create 13 unprecedented 3-level super-first-class works.
Strictly speaking, Ren Hong bought these game companies and provided huge sums of money to make game content. His total investment of nearly 35 billion US dollars was to promote the "virtual world", and the 35 billion US dollars was only used for "virtual world". The investment in promotion is simply outrageous. Fortunately, the outside world does not know that Ren Hong is so "insane".
But in Ren Hong's view, although the capital is invested, it is undoubtedly worthwhile, not to mention the profitability of the four world's top third-party game developers and the Star Citizen studio itself, these 13 works themselves It can bring profits in the future, but it is worth mentioning that Ren Hongke doesn't care about the profitability of these companies. What he really cares about is the user scale of the entire game industry. This is the trend. He spends 35 billion. The root cause of the sky-high prices.
In China alone, the number of gamers has reached a massive 720 million, and globally it has exceeded 1.4 billion.
Even if the $35 billion investment can bring 35 million of the 1.4 billion gamers into the virtual world, it is a huge success, and this is only the most conservative estimate.
To be continued, to be continued
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