Tokyo Video Game Tycoon: Chapter 918 reaction
Chapter 918 Reaction
918
Bart found that he really likes to do one thing recently.
That’s how crazy it is to watch scenes of various people being brutalized by the BOSS in Sekiro on the Facebook video website.
After he was bored and went to a professional player’s live broadcast room and saw that professional player being brutalized, he felt a sense of exhilaration outside of the game.
Did you see that the monster that tortured me countless times also tortured other people miserably, and now I can easily torture the BOSS in turn, and I feel very accomplished after watching the videos of other people being tortured.
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 views.
This kind of clicks is usually only achieved by some relatively popular Internet celebrities, but he did it with just one video.
Looking at the kind words in the comments below the video, many people also praised him as a good player in the game, which made him even more motivated to defeat other BOSS.
At this moment, he no longer regards repeated failures as a depressed mood, but instead regards them as a sign of standing up unyieldingly after repeated failures.
The number of people who feel the same as Bart has gradually increased recently.
Most of them are because after watching the official Sekiro clearing live broadcast, I felt that this game seemed really interesting.
When they shout in the live broadcast room that the official staff is so good at playing the game, they will also buy the game again, download it and try to play it again.
As a result, Sekiro's sales increased by more than two million in just one week.
This sales volume has obviously easily paid back, and word-of-mouth fermentation is getting faster and faster.
Because gradually those players who persisted in playing finally discovered what is really exciting about this game.
That feeling of accomplishment after standing up again and again after failure, and finally watching the once all-powerful BOSS fall at your feet is truly unparalleled.
That is the feeling of pleasure that comes from real growth.
It’s just that this feeling of pleasure often requires extreme suppression in the early stage.
But when this repression is released, the feeling of relief is the most intense.
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 it brings the fastest and most direct stimulation to oneself.
Before the rise of short videos, video games were the most stimulating cultural and entertainment products.
In the two decades since the rise of electronic games, many scholars have conducted certain research on electronic games.
They also believe that video games can successfully become a new entertainment product because of the short-term dopamine secretion they bring.
So if video games want to be successful, short-term dopamine secretion is an indicator.
How to make games bring shorter-term stimulation to players as much as possible has become the pursuit of many game developers.
At first, they imitated games such as Super Mario, and then followed the pace of game development by Youxing Electronic Entertainment.
Later on, they themselves slowly explored other game paths, which is the so-called krypton gold.
For other game companies to develop for their own interests, sooner or later they will be exposed to the genre of krypton gold games. However, perhaps because Youxing Electronic Entertainment promotes games so quickly and widely, there is no survival soil for krypton gold games. It's so vast, and it's more about learning how to sell skins like in Youxing Electronic Entertainment's Death or Life.
And krypton gold, like drawing cards, brings the strongest stimulation to players.
But just when practitioners believed that short-term stimulation could stimulate players’ desire to buy, Sekiro appeared.
This is a very typical game that goes against the grain.
The pressure on players in the early stage is extremely high.
But once the BOSS is defeated, the emotional release is also the most intense.
Soon after, Sekiro began to be slowly spread by word of mouth.
In the third week, the sales of Ghost of Tsushima are slowing down to about 20,000 to 300,000 sales per week.
But Sekiro continued to sell two million copies a week.
Just when everyone was watching Yuxing Electronic Entertainment’s first game development overturn, Sekiro suddenly rose up again quietly.
“Have you researched and understood what is so attractive about this game? Why will this game be praised by players later?”
Hayakawa Ueto frowned as he looked at the latest Sekiro sales data.
Can not Understand it.
I really can’t understand it.
This Sekiro game has been recognized as a rather unconventional game. It is slow to burst out, and the difficulty is too high in the early stages to discourage players. No matter how you look at it, it does not have any characteristics that can make it popular.
Why did the sales suddenly rebound?
Employees in the industry believe that Yuxing Electronic Entertainment has regarded this game as a test. Perhaps Yuxing Electronic Entertainment originally planned to use it as a foil for another game: Ghost of Tsushima.
Persuade players through the high difficulty of Sekiro, and then in turn make players think that the Ghost of Tsushima game is better, which in turn increases the sales of higher-priced games.
This move has been regarded as an excellent marketing tool by the marketing managers of several game companies.
They have all begun to consider whether to use this move.
But before they could make any move, why did the wolf suddenly get up again?
“President, to be honest, even we don’t understand how this game became so popular, but I want to say...this game really has some unique and exciting features.”
“What’s unique about it? Please explain it to me in detail, and give me an explanation that I can understand.”
"Hmm... probably this game suppresses the player's emotions to the extreme, and then completely releases them after defeating a BOSS. This is really cool. At least after I played this game seriously recently, I found that this game brings more fun than Other games are even more intense.”
“Is it a delayed feeling of pleasure?”
“Yes, that’s probably what it means.”
“Then can we also make a game like this?” Hayakawa Ueto asked, staring at several development department heads.
“This…” Several people in charge immediately shrank their necks.
"What? What's the 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 that doesn’t really matter.”
Hayakawa Ueto asked: "Then what is important?"
“The important thing is that we can’t learn this game mode now.”
Hayakawa Ueto did not directly ask why, but stared at several people in charge waiting for their next step.
The people in charge said cautiously: "To put it simply, Youxing Electronic Entertainment has the capital to be a high-difficulty game training player, but we... if we do this and don't do it well enough, it may have negative consequences." reaction."
(End of this chapter)