Game companies are still groping how to turn online games into money. The largest game publisher EA says it has only achieved "limited success" for the business model established for online games. Which FIFA has achieved good success, especially FIFA Ultimate Team online, players usually buy fifa coins to make the game easy.
Business success in some parts of the world may not be easy to export to other regions. In Asia, the prevalence of online games is largely due to the fight against Internet anti-piracy. Game developers do not want to use CD-ROM to release their products, the only way to reach customers is through the site.
In China, South Korea and other countries, Internet cafes have become an important user platform for online games, attracting a lot of their own do not have a computer or not connected to broadband users. At the same time, in areas where the credit card payment system is still underdeveloped, they try to make it easy for users to pay for their cash.
This is not the same as the development of the Internet in Europe and the United States, not to mention the first personal computer since the birth of the computer game industry itself since the development process. In the United States, the distribution of the game is largely dependent on the retail network. Users are always used to buy game software on the store counter, do not want to pay the game network monthly fee. Because they feel that they have paid for the game.
He said that in response to this cultural bias, NC-soft plans to launch next year in the US market, 'online games can be sold at retail stores, and do not need to pay an additional network usage fee. But in the future they will be a new character or storyline, to the user sales of additional content, as a follow-up source of revenue.
This is also a network game industry is trying to a business idea. Similar to "FIFA", many online games have focused on the virtual market, hoping to attract visitors through the game, and then let them trade between each other.
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