Game Development: Starting with Recreating the Anime Game Style
Chapter 514 Another Collision
Chapter 514 Another Collision
This is just too outrageous!
Wang Xin from Lilith Games and Tang Bin, the boss of Clash of Kings, sitting in the back row, looked at each other in bewilderment when they saw this number.
"Hey, Mr. Wang, how much did Lilith Games make overseas last year?"
Both of them are pioneers in China's overseas expansion, and their companies' main business is also concentrated in overseas markets. Therefore, they were seated at the front of the table at this summit.
Not even half.
"And you? How much were you last year?"
Lilith's Wang Xin turned his head and asked in return.
"We made nearly 30 billion last year, and I was originally planning to go up and share my achievements, but it seems I won't be able to now."
Tang Bin looked bitter. He had planned to use this revenue figure to impress everyone, but who would have thought that Chu Chen would suddenly appear out of nowhere?
136 billion!
He thought his game, Clash of Kings, was already making a lot of money.
Unexpectedly, there's something even more amazing.
"This is outrageous! No wonder they're the top-ranked manufacturer."
As manufacturers whose main business is overseas, the two of them were initially somewhat unconvinced by Chu Chen, feeling that they could share a lot of experience in terms of overseas revenue.
They deserve a piece of the pie at this summit.
But now..
Faced with this absolute number, the two could only sigh and applaud.
The number 136 billion shocked countless people not only because of the figure itself, but also because it contrasted with the public's impression that Xingchen was still a small company.
Because the size of the stars is expanding too rapidly.
Just like many people who still find it hard to associate Titok with giants at this point.
In many people's minds, Xingchen is still a "dark horse manufacturer".
But after today...
I doubt anyone will think that way anymore; no wonder the official team put Chu Chen in the center position.
In fact, if we analyze it, the biggest contributor to StarCraft's 136 billion overseas revenue is undoubtedly FGO.
In its previous life, this game was a top-tier money-making machine worldwide.
In this timeline, after the remake, the anniversary celebration, and a more aggressive global promotion, the total revenue of Huaxia in 2017 was an astonishing 96 billion.
Of these, China's figure is approximately 36 billion, while Japan and other countries combined account for a staggering 60 billion RMB.
Meanwhile, StarCraft Games' flagship title, "Final Frontline," as an original IP, has also delivered a terrifying performance.
While it raked in 3 billion RMB domestically in a year, its overseas revenue was not as impressive as that of "FGO". The Japanese market contributed only 11 billion RMB, the North American market 30 million RMB, and Europe and other regions a total of 5 million RMB, for a total of 19 billion RMB in overseas revenue.
In addition, there are some miscellaneous single-player games.
This is the final result.
Furthermore, this figure, like traditional reports, only includes revenue from self-developed or self-operated games, excluding platform commissions from StarTap and revenue from Star merchandise.
If we include those...
This number is even more exaggerated.
After all, PlayerUnknown's Battlegrounds alone sold 17 million copies in 2780, becoming the top-selling PC game of the year, and Bluehole's annual revenue reached $7.14 million.
Excluding the commission taken by the Starry Sky platform, as the major shareholder, Starry Sky's direct shareholder dividends amount to one billion RMB.
Not to mention that the valuation of Titok shares and Bilibili shares held by Xingchen has increased at this time.
If we really had to include all of these things...
Then that number might have to multiply several times over. However, Chu Chen didn't do that. After all, the highest level of intimidation isn't about raising the numbers, but about doing things that the other party can't do, within their comprehension.
Therefore, Chu Chen thoughtfully added a note after this number: "This data represents the revenue from purely self-operated games."
After discussing the revenue figures, Chu Chen also focused on analyzing the performance of "Final Battlefront" and "Fate/Grand Order" in the US market.
These tactics all had some effect, so after the applause subsided, Chu Chen continued to unleash his attacks.
"Thank you, thank you everyone."
"Actually, compared to this somewhat cold revenue figure, what I want to share with you today is another set of data."
"Because in my view, this set of data truly represents the foundation of Starry Sky Games and the true meaning of 'globalization' as we understand it."
As soon as he finished speaking, the image on the large screen behind him changed.
Three new data points were presented to everyone.
[Sales of paid games on the Starry Sky Games platform: 1.1 million copies] This figure is followed by smaller print: [Overseas sales account for over 53%]
[Starry Sky Games Platform Global Registered Users: 2.8 Million] This figure is followed by smaller print: [Overseas Users: 9000 Million]
[Peak concurrent users on the Starry Sky Games platform in 2017: 1.7 million]
If the revenue figure of 136 billion was like a boulder thrown into a calm lake, stirring up huge waves, then the three sets of platform data that are now lit up on the screen are more like a silent iceberg, crashing in without a sound.
Ma Huateng, who was sitting in the front row, also frowned slightly.
To be honest, while the figure of 136 billion was somewhat exaggerated, it wasn't enough to make him lose his composure.
The reason is simple: Starry Sky's revenue composition is completely different from Tencent's. Starry Sky's main revenue comes from overseas, and the overseas revenue of 136 seems exaggerated.
However, StarCraft's global game revenue combined is probably only around 200 billion, at most no more than 300 billion.
Tencent's annual game revenue is several times that amount.
Therefore, Ma Huateng could tell at a glance that this data was specially selected by Xingchen, so he wasn't particularly surprised.
But once these three data points were released...
That's what really made him frown.
With global sales of 1.1 million, this figure is still far behind that of mainstream gaming platforms such as Steam, which sold a total of 5.23 million games in 17.
If we consider that there are also a large number of "casual games" costing only a few dollars on the Xingchen Games platform, then the actual price difference is quite significant.
However, you should also know that StarCraft's current game platform lineup is far inferior to Steam's, especially considering Tencent's WEGAME and its August promotions.
This year, we only sold a little over ten million copies, and if we're talking about inflated figures, WEGAME's numbers are also quite high.
In addition, the figure of 1.1 million has fully demonstrated that Xingchen has truly snowballed its success in the gaming platform sector.
However, WEGAEM is still relying on Tencent's traffic for revenue.
Without Tencent, they have no advantage whatsoever.
Looking at user numbers, the data for StarCraft Games Platform includes StarCraft Tap, and the combined user numbers are [data missing]. During the same period, Steam had 2.91 million users, and WEGAME had 3 million users.
Looking at it this way, Starry Night's 2.8 million is actually the lowest among the three, and many of those visitors are "tourists" who came specifically for the Starry Night event.
In this situation, if we rank the number of registered users, WEAGEM is still first, Steam is second, and StarCraft is third.
The problem is that these 2.8 million people were attracted by StarCraft in just two years. Globally, apart from Titok, which has amassed 5 million users in two years, StarCraft has achieved something similar.
The data from the Starry Sky Games platform is already quite impressive.
(End of this chapter)
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