MTL - Tokyo Video Game Tycoon-Chapter 918 reaction

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  Chapter 918 Reaction

  918

  Bart found himself particularly fond of doing one thing recently.

   That's crazy watching scenes of various people being brutalized by the BOSS in Sekiro on the facebook video site.

  Before he ran to a professional player's live broadcast room because he was bored and saw that professional player being brutalized, he felt a sense of refreshment outside of the game.

   Did you see that the monster who abused me countless times also abused other people miserably, and now I can easily abuse the BOSS in reverse, and after watching the video of other people being abused, I feel very fulfilled.

  At the same time, he also restarted the game and posted the game video of himself defeating the red ghost boss on the facebook video website.

   Once released, he immediately received more than 100,000 hits.

  This kind of clicks is usually only achieved by some popular Internet celebrities, but he did it with only one video.

  Looking at the compliments in the comments at the bottom of the video, many people even praised him as a high player in the game, which gave him even more motivation to defeat other bosses.

  At this moment, he no longer regards failures as a kind of depression, but as a sign of standing up again and again after failures.

   Recently, more and more people feel the same way as Bart.

  Most of them are because after watching the official Sekiro clearance live broadcast, I think this game seems really interesting.

  When they shouted in the live broadcast room that the official staff played the game very well, they would also re-purchase the game by themselves and download it to try to play again.

  So in just one week, the sales of Sekiro increased by more than two million.

   This sales volume has obviously easily paid off, and the word-of-mouth fermentation is getting faster and faster.

  Because gradually those players who insisted on playing finally discovered where the real coolness of this game lies.

   It was standing up again and again after failing again and again, and the sense of accomplishment after finally watching the once mighty BOSS fall at his feet was really unparalleled.

   That is the joyful feeling brought about by real growth.

   It's just that this kind of carefree feeling often requires extreme depression in the early stage.

  But when this depression is released, the refreshing feeling is also the most violent.

  In the past, most of what games brought to players was short-term dopamine secretion, which is one of the reasons why players like video games.

  Because the stimulation it brings to oneself is the fastest and most direct.

   Before the rise of short videos, video games were the most stimulating cultural and entertainment products.

  During the twenty years since the rise of video games, many scholars have done some research on video games.

  They also believe that video games can successfully become a new entertainment product because of the short-term dopamine secretion it brings.

  So if video games want to be successful, short-term dopamine secretion is an indicator.

   How to make the game bring players as short-term stimulation as possible has become the pursuit of many game developers.

  In the beginning, they imitated Super Mario and other games, and then followed the rhythm of game development by Youxing Electronic Entertainment.

   Later, they also slowly explored other game paths, which is the so-called krypton gold.

For the development of other game companies for their own benefit, sooner or later they will come across this type of krypton gold game, but perhaps because Youxing Electronic Entertainment promotes the game quickly and widely, the survival soil of krypton gold game is not It's so vast, and it's more about learning from Youxing Electronic Entertainment's methods of selling skins like Death or Life.

   And the krypton gold that is like drawing a card brings the strongest stimulation to the players.

  But just when practitioners believed that short-term stimulation can stimulate players' desire to buy, Sekiro appeared.

   This is a very typical opposite game.

  The pressure on the players in the early stage is extremely high.

   But once the boss is defeated, the emotional release is also the most violent.

   Immediately afterwards, the wolf began to be slowly spread by word of mouth.

  In the third week, the sales of Ghost of Tsushima are slowing down to about 200,000 to 300,000 sales per week.

  While Sekiro continued to maintain a sales volume of 2 million in a week.

   Just as everyone was watching Yuxing Electronic Entertainment's first development of a game overturned, Sekiro quietly rose up again.

   "What is the attraction of this game, have you studied it? Why is this game praised by players later?"

   Ueto Hayakawa frowned as he looked at the latest Sekiro sales data.

can not understand.

   I really don’t understand it.

  This wolf has been recognized as a rather unconventional game. The coolness bursts slowly, and the difficulty is too high at the beginning to dissuade players. No matter how you look at it, it doesn't have any characteristics that can become popular.

  But why did the sales suddenly counterattack?

   Practitioners thought that Yuxing Electronic Entertainment had already regarded this game as a test, and perhaps Yuxing Electronic Entertainment planned to use it as a foil for another game: Ghost of Tsushima from the very beginning.

  Use Sekiro’s high difficulty to dissuade players, and then in turn make players think that the Ghost of Tsushima game is better, which in turn increases the sales of games with higher prices.

   This trick was regarded as a very good marketing method by the marketing managers of several game companies.

  They have already begun to consider whether to use this move.

   But before they could do anything, why did the wolf suddenly get up again?

   "President, to be honest, even if we don't understand how this game became popular, I want to say... this game really has some unique cool points."

   "What's unique and refreshing? Tell me about it carefully, and explain it in an explanation that I can understand."

"Well... probably this game suppresses the player's emotions to the extreme, and then releases them completely after defeating a BOSS. Other games are more violent."

   "Delayed pleasure?"

   "That's right, that's probably what it means."

   "Then can we also make this kind of game?" Ueto Hayakawa asked, staring at several heads of the development department.

   "This..." Several people in charge immediately shrank their necks.

   "What? Is there any technical difficulty? Isn't this just a matter of adjusting the difficulty of the game?"

   "No...it's not that simple. Many details of this game are very unique, but it doesn't really matter."

  Ueto Hayakawa asked: "Then what is important?"

   "The important thing is that we can't learn this game mode now."

  Hayakawa Ueto didn't ask why directly, but stared at several responsible persons waiting for their next words.

The persons in charge said cautiously: "To put it simply, Youxing Electronic Entertainment has the capital to make a difficult game to train players, but we... If we do this and do it not well enough, it may actually play a role. reaction."

  (end of this chapter)