However, Ghost of Tsushima's sales actually increased on the second day, with more than four million units sold.

Many of these players acted as enthusiastic promoters, actively recommending the game to people around them.

Want to learn about Japanese culture? Want to play authentic Japanese culture games?

Then let's play Ghost of Tsushima!

This result also stunned its peers.

Is this even possible?

I've learned something new.

By sacrificing one game to highlight the excellence of another, the game that might not sell particularly well actually becomes exceptionally successful, even exceeding expectations.

It seems this is a strategy that Yuxing Electronic Entertainment made a long time ago.

If the Tsushima game sells well enough, the development costs of Sekiro will probably be negligible.

According to industry insiders, the investment cost of Ghost of the Falklands is estimated to be within the range of approximately US$100 million.

The estimated development cost of Sekiro is around 50 to 60 million US dollars.

By discarding Sekiro and using it as part of the development costs for Ghost of Tsushima, Yusei Electronics Entertainment has made a huge profit this time.

From a business perspective, this strategy is a textbook example of effective marketing.

However... this kind of marketing approach will have some negative consequences.

The most serious issue is probably employee loyalty.

The team that developed Tsushima Island will certainly be in high spirits, but it could also lead them to become overconfident to an unwarranted degree, believing that the game they developed is exceptionally good.

The Sekiro development team, on the other hand, would feel abandoned this time and would be more likely to lose trust in the company.

Of course, this is not something players need to consider.

In short, the two games are undergoing some very unexpected changes, which has led many people to start paying attention to Youxing Electronic Entertainment.

Chapter 912 What are we looking forward to?

After playing Ghost of Tsushima, Batou felt very comfortable.

The game's graphics are quite good, and some of the scenery has become popular spots for countless players to take photos. Recently, he has often seen people sharing screenshots of Ghost of Tsushima's shooting mode on forums and Facebook social media.

Some people, by adjusting filters and certain parts, can even create photos that are so realistic that they can be mistaken for real ones.

He noticed that some people who didn't understand video games mistakenly thought it was a stunning view of a certain place.

He was a little excited to see someone like that.

Video games are now truly deceptively realistic; the future looks promising.

The entire gameplay was smooth sailing, and enemies were very easy to eliminate. Compared to the exaggerated difficulty of Sekiro, it was like night and day.

How exactly is the difficulty level of that kind of game set?

Even after he finished playing Tsushima Island, he was still thinking about the game Sekiro.

He felt that if the developers lowered the game's difficulty later on, he would still be very interested.

Because the game's overall action system is quite smooth, it's clear that a lot of effort has been put into the action aspects.

It's just that the difficulty level is so high that many people are discouraged.

If the difficulty were lowered a bit, I believe many people would come back and try it again.

He didn't realize another thing: after finishing Ghost of Tsushima, aside from some very distinctive scenery and storyline, he had almost forgotten about the game.

He cleared the game, and that was it; he didn't remember anything else.

In this respect, Sekiro, which he had refunded very early on, left a very deep impression on him.

Especially the huge 'death' sign after each failure.

Even during his visit to Tsushima Island, the word "death" would occasionally appear in his mind.

This is very strange.

He clearly hated the difficulty of that game.

But... it seems I'm still drawn to something inexplicably.

After finishing Ghost of Tsushima, he uninstalled the game almost without hesitation.

Once he finishes the game, he basically never wants to play it a second time.

Because there are quite a few open-world games like this lately, he treated this game as a quick and easy form of entertainment.

Just like the hamburgers and cola he usually eats, he never gets tired of them no matter how many times he eats them, but after eating them, he will never have a vivid memory of the hamburgers and cola he ate before. Once he has eaten them, he has eaten them and that's it, he doesn't care about them at all.

Another reason for uninstalling was that his game console only had 1TB of storage.

Ghost of Tsushima is a game with a file size of over 100 GB.

This capacity takes up a considerable amount of space for a game console.

The effect of these 100+ GB is the amazing picture quality, which Bart highly approves of.

But it's best to delete it as soon as you're done playing, to leave room for other games.

After uninstalling, Bart idly went to his computer and opened the game discussion forum.

Then, almost as if possessed, he clicked into the Sekiro: Shadows Die Twice discussion forum.

Right now, the most popular topics on the discussion forum are Tsushima Island and Sekiro: Shadows Die Twice, both of which are currently selling very well.

There are many effusive praises in the Tsushima discussion forums, with many players giving the game high marks and expressing their great enjoyment of it.

At the same time, some industry professionals have begun to seriously study the development model of Ghost of Tsushima, hoping to emulate it and develop their own open-world games.

On the other hand, Sekiro posts are mostly filled with criticism and condemnation.

Some players cried out that they had been cheated because the game was too difficult, and some even smashed their TVs or game consoles in anger.

However, after learning about this, the official team directly contacted several randomly selected players and sent them a new game console and a better TV free of charge, hoping to heal their emotional wounds. Of course, they also gave them a Sekiro game cartridge.

This promotional tactic was quite appealing and helped alleviate the players' dissatisfaction.

Bart just felt that giving these players another Sekiro cartridge as compensation was probably just asking them to smash their consoles and TVs again.

If it were me, I probably wouldn't be much better than these guys.

Some people also criticized Yuxing Electronic Entertainment for getting a bit arrogant, saying they no longer value the player experience and feelings.

Even just adjusting the difficulty level of this game would be fine.

But you deliberately didn't set any difficulty adjustment options in Sekiro, making everyone just get beaten up, so naturally the players in this world can't be happy.

This further highlights the human touch of Ghost of Tsushima, leading to a surge in the number of players purchasing Ghost of Tsushima in a short period of time.

Ghost of Tsushima achieved total sales of over ten million in just one week, successfully entering the ten million sales club.

Industry insiders originally estimated that it was possible for such a game to break the 10 million mark, but it would take at least a year and a half.

But Ghost of Tsushima only took a week.

This made them even more impressed by the ingenious marketing methods of Yuxing Electronic Entertainment.

Looking at Sekiro's weekly sales, it only reached a little over a million.

It's worth noting that this game sold over three million copies on its first day. This means that in the following days, not only did the game's sales not increase, but sales actually plummeted due to too many refunds.

This game is really a huge loss.

Once a reputation is damaged, it's very difficult to recover.

Fortunately, the company that developed this game is Yuxing Electronic Entertainment, whose strength makes the failure of a game negligible.

If other game companies dared to do this, it wouldn't be impossible for them to go bankrupt on the spot.

It's also thanks to the fact that Yusei Electronics Entertainment has always had an independent equity management system, which is the sole decision-making power of its president, Takeyusei. He doesn't need to consider the feelings of the shareholders. Making or losing money is his own business. As long as Takeyusei himself doesn't care, then no one can really say anything.

This can be considered an advantage.

Admittedly, these sales figures would be something to be proud of for any other game company, but they seem rather meager for GameStar Entertainment.

Sales may continue to decline, and many industry insiders are marveling at how courageous Yusei Electronics Entertainment was to release Sekiro's real-time sales figures. Other companies, faced with such a reputation collapse, would have preferred to keep their sales data tightly under wraps, fearing that others would discover it.

Bart could only express his disappointment, but subconsciously he was still hoping for something.

Chapter 913 How to prove it?

913

On the homepage of Sekiro's official discussion forum, Batou noticed a post that had consistently remained at the top.

This post isn't officially pinned; it's only maintained at the top of the list because of the numerous comments from users.

The title of this post is: I seriously doubt that the development team of Sekiro did any testing after finishing the game. It's unknown how many of them could actually complete it!

Bart wasn't particularly interested in these kinds of posts, because he figured most of the comments would just be from people echoing him, offering no real insight.

He entered the Sekiro game discussion forum hoping to see some more meaningful content.

For example, let's see if the official team will issue an apology and promise to lower the game's difficulty.

It would be best to add a standard Japanese bow as well.

Don't those Japanese people really like to bow at a 90-degree angle when they apologize?

There are even reports of Japanese people kneeling down to apologize for their mistakes.

But an apology is one thing, whether or not it can be changed is another matter entirely.

However, Bart did not see any official announcements of this kind.

At this time, the official pinned post was still a bug collection announcement for the game.

If someone discovers a serious bug in the game and replies to this post, they have a chance to receive some kind of reward from the official team.

Sometimes the rewards are physical items, and sometimes they are virtual, exclusive rewards.

Bart couldn't understand the contents of the bug and vulnerability reports either, so he wouldn't read the pinned posts.

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