Tokyo Video Game Tycoon.
Page 613
11,023 models.
Of these, independent games created by individuals or groups naturally account for more than 90%.
The rest are video games released by different game companies.
In the past, a home video game console would only release a few hundred video games a year.
It wasn't until the advent of the internet age that the scale of game releases increased further, with over a thousand new video games added each year.
However, compared to the massive game release scale of the Battle.net platform, the increase in the number of games on home consoles is only a drop in the ocean.
"It seems I underestimated the PC platform before."
Hayakawa Ueto narrowed his eyes, unable to hide his envy any longer.
Imagine if these games were just released on the Battle.net platform, and each one only sold a few dozen or a few hundred copies, the combined annual revenue would be comparable to the sales volume and revenue of a top-tier AAA title.
Youxing Electronic Entertainment's Battle.net platform takes a 30% cut.
This doesn't even include the licensing fees for Unreal Engine.
However, the licensing fee for Unreal Engine is only charged when an individual or group reaches a certain level of revenue in video games.
If this requirement is not met, Unreal Engine can be provided free of charge to these individual and group users.
This further binds these development teams together.
Today, the Battle.net platform has formed a very good virtuous cycle.
At this moment, Hayakawa Ueto suddenly remembered the company's recently released financial report.
Last year, their PC video game sales surpassed $100 million for the first time.
This isn't a particularly impressive revenue figure for the overall size of Surui Electronics.
However, those works that were intended to be released on the PC platform were not originally planned to be released on the PC platform.
The PC version was just a collaboration with Yuxing Electronic Entertainment.
However, it now appears that Hayakawa Ueto significantly underestimated the revenue generated on PC.
It seems I should release more Surigames on the PC platform.
However, for every game sold, Yuxing Electronics Entertainment reaps at least 30% of the sales revenue, which is really painful.
Hmm, maybe in the future I can learn from Battle.net and launch my own PC gaming platform.
When we get back, we'll immediately have someone assemble a new team.
Hayakawa Ueto felt that he had gained a lot from his visit today.
At least here I have found a completely new path.
Meanwhile, at this very moment, there are two other hidden big shots.
Hack Brown also thinks that the Battle.net platform of Youxing Electronic Entertainment is really amazing.
They attract countless outstanding game developers to release PC games on their platform.
Originally, PC games are a public, open-source platform, and the games you create don't necessarily have to be released through that platform.
However, launching on a platform is like the best opportunity to showcase oneself.
If your video game isn't good enough, not having this platform means you'll inherently lack exposure, and your hard-earned game might just fail miserably.
This is not just a casual remark.
Furthermore, there is a significant amount of pirated video game content outside of the Battle.net platform.
This does not mean that the Battle.net platform's anti-piracy efforts are not strong enough.
Rather, it's because the Battle.net platform does an excellent job in providing legitimate game services.
The game-related forums, workshops, and achievements are abundant, making it difficult for players to easily give up this experience.
Therefore, they are all willing to stay on the Battle.net platform for this service.
At the same time, Huck Brown also thought about building his own PC video game platform.
Starting with their own online game, Dragon Treasure, they first attract users through this popular online game, and then use their other well-known shooting and action games to attract more players who like high-quality buy-to-play games.
Relying on his fame in the gaming industry, he felt he should still be able to get a share of the profits.
Previously, he had simply released his game on the PC platform rather recklessly, and now it seems he has lost a lot of money.
Even if he can only maintain the current sales volume, he feels it's worth it. At least there will be no middlemen taking a cut, and he can keep the 30% commission for himself. Isn't that better than giving money to Youxing Electronic Entertainment's Battle.net platform?
Hayakawa Ueto and Huck Brown thought almost simultaneously: Hmm, we'll assemble a PC platform team later.
As for the other person, Myron Case, he wasn't thinking about the petty profits from the Battle.net platform.
Moreover, his own games had never been released on the PC Battle.net platform, so he had no idea how much money Youxing Electronic Entertainment would make from them.
But just hearing about the 500 million users and the record of over 10 million concurrent users made his heart skip a beat.
Such terrifying game data would probably make him grin from ear to ear.
When will their MK series phones also have that many users?
Honestly, Myron Keyes has always believed that his MK series smartphones should have been groundbreaking products that could have attracted many users, and shouldn't have ended up like this.
To date, the combined user base of his MK series smartphones and his PC business is only around 100 million, which he finds truly regrettable, as he feels he shouldn't have such a small user base.
Chapter 950: I must apply for one
950
If Myron Case knew that there was an Apple company on another parallel world Earth, with a development path almost exactly the same as his own, and that Apple had a billion users after 2020, more than twice the number of Steam in the other parallel world, Myron Case would probably have extremely complicated feelings.
He probably feels that Apple's development trajectory is the trajectory he should have expected.
However, things don't always go as planned in this world.
What's more, there's an oddball and freak like Zhu Youxing in this world, whose endless stream of ideas always catches you off guard.
Originally, Mikelford had almost completely captured the mobile gaming market.
So many excellent games couldn't save mobile games from their decline.
However, Youxing Electronic Entertainment solved this problem by taking a completely different approach.
Allow older games to be directly available on designated smartphone platforms, and for a small monthly fee, you can enjoy hundreds or even thousands of classic games.
These old games represent the culmination of Yuxing Electronic Entertainment's twenty years of experience, far surpassing anything that a latecomer like Mikef could achieve.
Now that the Battle.net platform is booming, Myron Keyes really has no way to stop it.
He has been working hard to get his game development team to make better games, and recently he has also gotten involved in the latest AI artificial intelligence development technology, hoping to find some future development directions in it.
As for dealing with Yusei Electronic Entertainment? He has given up hope now; it's simply impossible to defeat them.
However, we can learn from the Battle.net platform's model.
With its own independent operating system platform, it can attract excellent works to its ranks by offering lower revenue sharing prices or even outright licensing.
If these developers still don't agree, he can have his team assist independent development teams in porting their games for free. All he asks for is a license, and these people can get a free platform for promotion and earn an extra penny. It should be a win-win situation.
On stage, after Belair presented various data about the Battle.net platform, which drew praise from players, he also announced the new plans for the Battle.net platform over the next few years.
The first thing to do is to carry out a new round of refurbishment and reset of the old games.
This new remaster is based on the latest Unreal Engine system and features AI-powered HD redesign.
This is partly to test whether artificial intelligence has a more efficient development capability in the development of high-definition games, and partly to improve the accessibility of older games.
At least this will make these new players realize that older games can be just as good.
This leads to the announcement of the next new project.
After announcing his plans for the Battle.net platform, Belair stepped off the stage amidst cheers from many players.
Just listening to Belair's promotional materials today makes these players feel that the future is promising.
They now feel like shareholders, listening to Youxing Electronic Entertainment report on its future development plans.
This development plan sounds quite plausible.
The people who followed were several core developers of Unreal Engine.
To date, Unreal Engine has been developed to version 4.0.
After two or three years of iteration, Unreal Engine 4.0 is quite mature, and you can use Unreal Engine to develop any kind of video game you want to develop.
All you need to know is a little bit of basic programming knowledge.
Today, many game developers and game mod makers use Unreal Engine.
The Unreal Engine development team is also very proud to announce that their product has tens of millions of developers, each of whom has saved a considerable amount of time.
Without Unreal Engine, the efficiency of game development and CG animation production would be reduced by at least 30%.
These figures are not just random numbers, but rather the result of a real survey.
Some game development teams are now starting to use relatively traditional game development methods, such as directly using C or other computer languages to develop games.
This kind of development also has its advantages, namely that program conflicts are more controllable, but it lacks the simplicity of modular production.
Some game companies have even started trying to develop their own game engine.
One of the game development teams at Surui Electronics has already started using its own game engine.
In a particular category, a custom-made engine can better suit the development style of one's own team.
However, if the gameplay is expanded even slightly, more game program code needs to be added again, and this path is not smooth.
In comparison, Unreal Engine stands out as truly unique, and it will continue to hold its dominant position for the foreseeable future.
Of course, the Unreal Engine development team isn't here today to promote their user data over the years; they're announcing Unreal Engine's latest plans.
Because Youxing Electronics Entertainment already has a deep cooperative relationship with a certain AI artificial intelligence laboratory, Unreal Engine is naturally involved as well, hoping to gain more convenient development methods for game and CG animation development.
The Unreal Engine team now has some clear directions, and has even achieved some results.
All game developers present at the event, as well as those watching the live stream, can apply for a trial on the designated website.
Once the application is successful, you can try out the first test version of Unreal Engine 5.0. This trial also allows developers to publish their own games or CG animations for free. During the trial period, the Unreal Engine team will not take any revenue share and will give all of it to the developers.
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