Chen Mo started explaining the main points of Stanley's Fable and EICH.
Both games weren't difficult for Chen Mo's team at the moment, and they were both well-received games. They were perfect for filling up their game library.
Stanley's Fable was a classic meta game. The entire game was from a first person perspective. All that was needed to be done were side quests and dialogue. As long as the script was finalized, most of the work would be done on the setting, so it wasn't difficult at all.
On the other hand, EICH was a meta + acting game. The more complicated aspects of ACT were the skill system (skill list) and the design of the monsters. The main point was to create a good sense of combat, allowing the players to fight the monsters more smoothly.
Other than that, the main selling point of EICH was similar to Stanley's Fable, which was that they both had meta elements.
The similarity between the two games was that they were relatively easy to develop, and didn't require as many complicated scenes. Although there were a lot of side quests, it wasn't difficult once the story was finalized.
In Chen Mo's previous life, the popularity of these two games was due to them being meta games.
Meta games could be translated as' meta-game ', or' a game about a game '. These elements were often seen in dramas and novels, but rarely were they used in games.
To put it simply, in regular games, the player was playing from a god's perspective, and the characters in the game didn't know of the player's existence. However, in meta games, when the dimensional wall was broken, the characters would know of the player's existence and talk to the player.
To be specific, when you're playing a game and watching the character's every move, thinking that you're a god, the character on the screen suddenly turns to look at you and says coldly, "Don't tell me what to do."
When the dimensional wall between the game and reality was broken to a certain extent, it was equivalent to a meta game.
Excellent meta games would always make the players feel surprised, shocked, or even tricked.
…
The content of the two games wasn't that long, and the gameplay wasn't hard to understand. After a simple explanation from Chen Mo, everyone understood the design intent of the two games.
This time, there weren't too many questions. Although everyone was a little surprised by this game mode, on the whole, everyone felt that this method was quite interesting.
Moreover, these were two small scale games after all. Sales weren't that important, especially since Chen Mo had already made games on mobile, PC, and VR. He had the capital to try any game he wanted.
These two games would be developed at the same time. Qian Kun would be in charge of EICH, Su Jinyu would be in charge of The Stanley Parable, and Zheng Hongxi would be in charge of the story structure of both games.
As for Chen Mo himself, he had more important things to consider.
…
In his own office, Chen Mo leaned back in his chair with his eyebrows furrowed, deep in thought.
Thunderbolt Gaming Platform's statistics were displayed on the screen in front of him.
There were currently 12 games on Thunderbolt Gaming Platform.
Mobile games: Flappybird, Plants vs Zombies, I Am MT, Thunderbolt Tabletop, Lifeline, Onmyoji, Anipop.
PC games: Warcraft, Wulin Legend, Diablo, Don't Starve.
VR game: Minecraft
Some of these games were dual-platform or multi-platform.
Each game had different levels of difficulty and investment, but on the whole, they were all very successful games.
Therefore, there was a saying amongst the players that "Chen Mo's products are always the best" that only big foreign companies could get.
Without exception, all of these games were created by Chen Mo himself, ensuring that they would reach or even surpass the standards of his previous life.
For a gaming platform, the number of games didn't really matter. For example, Blizzard Battlenet only had six games, but that didn't stop it from being one of the most influential gaming platforms in China.
The key was still the quality of the games.
However, the gaming platform that Chen Mo wanted wasn't to be like Blizzard Battlenet in his previous life, which was just a platform for his own games.
He wanted to make Thunderbolt Gaming Platform into a comprehensive digital distribution platform like Steam.
Due to his experience in his previous life, Chen Mo knew the importance of distribution.
For a video game company, the quality of the game was the foundation. As long as the quality of the game was good, they wouldn't have to worry about the reputation, lack of players, or lack of money.
However, distribution was far more useful than most people could imagine. Too many developers were forced to bend their knees in front of distribution channels, and were forced to make changes to their completed games. There were even many developers who couldn't find a good distribution channel, which resulted in their games being buried.
The greatest strength of distribution channels came from the users, in other words, the players.
If a distribution channel had a million players, it could easily make money.
If a distribution channel had ten million players, it could make money even if it was promoting the worst games.
If a distribution channel had a hundred million players, it wouldn't be far from monopolizing the entire gaming industry.
Moreover, the reason why some of the most popular games became so popular wasn't only because of the quality of the game itself, but also because of the distribution channel. In the video game industry, whoever had the most players and the most powerful distribution channel would have the absolute advantage.
Chen Mo's path was smooth sailing, but he didn't want to be restricted by any distribution channel.
Therefore, Chen Mo didn't plan on relying on any large platform. Even if he lost some players, he insisted on making his own platform, and even purposely made games to increase the number of players on Thunderbolt Gaming Platform.
So far, Thunderbolt Gaming Platform was similar to Blizzard Battlenet in his previous life, a platform with a single function, but it was doing quite well.
Thunderbolt Gaming Platform had fifty-four million long term active users, and seventeen million daily active users, which was a huge difference from before.
Most of the active users came from Thunderbolt Tabletop, Onmyoji, and Anipop. These three games made up the majority of the active players. Warcraft's player count had stabilized, while Minecraft's player count was still increasing.
This meant that Thunderbolt Gaming Platform had become one of the most influential video game platforms in China.
Other than the official app store, the three biggest video game platforms in China were Emperor Dynasty Gaming Platform, Fantasy Gaming Platform, and Thunderbolt Gaming Platform. Zen Games was right behind them.
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