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Chapter 1306

Words:1599Update:22/10/02 14:35:19

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From the 22nd of March 1997 to the 28th of June 1997, the total sales of Temple Escape was 14,820 copies. The game's rating was raised from E-grade to B-grade.

On the 21st of July, the fifth batch of Temple Escape was printed. The total sales were 123,600 copies.

On the 30th of August, Temple Escape passed the fourth review and was successfully promoted to A-grade. At the same time, the total sales exceeded one million.

On the 12th of September, the sales exceeded three million.

On the 28th of October, the sales exceeded six million.

On the 27th of December, the sales exceeded ten million.

On the 1st of January, 1998, Temple Escape passed the fifth review and was finally reclassified as an S-grade game. According to the chief game reviewer of the Steam Games Company, this game's graphics were extremely terrible. It would not be an exaggeration to say that it exceeded E-grade and was given G-grade.

However, this was a game that was extremely perfect in terms of gameplay. Even if it was given an SS-grade, it would still be comparable to Pokemon.

With this evaluation, Temple Escape's value was completely recognized by the gaming circle. At the same time, it became the first game in history to be promoted from E-grade to S-grade among the tens of thousands of games in the Steam Games Company store. It received the attention of all the gaming media and could be considered to have completely blown up the world.

By the end of March, when Zhong Yu came to report, Temple Escape's global sales exceeded 20 million copies. After all, a card bag only cost 5 USD. It was the cheapest game card in the Steam Games Company store. Most people did not have any pressure to buy it. Naturally, it was inevitable that it would be sold out.

Temple Escape would also appear on the next year's annual game sales list. Other than Pokemon Kim Silver, no other game could compare to it.

And this independent gamer from Pakistan, because of this game, ended up with 30 million USD of profit, becoming one of the 20 richest people in Pakistan in one fell swoop. At the same time, he also became a legend in the steam game store.

This made countless gamers stare at the Steam Games Company store. They imagined that the next person to create a miracle would be themselves.

After all, in the eyes of most gamers, they were geniuses. The games they developed were also godly works. No one could surpass them.

They could not succeed. What they lacked was a platform, not their own ability!

In the future of 1998, the steam platform was worth looking forward to.

All in all, the sales performance of the steam gaming platform in 1997 was very amazing. Especially after all of Nintendo's games were announced to enter the steam gaming store, the profits were even more terrifying.

Compared to 1996, 1997 was a full three times higher, reaching an astonishing sales of US $10.6 billion, and the profit was as high as US $3.2 billion.

The profit of the entire steam gaming platform in 1997 was the entire profit of Daqian Games in 1996. The profit of Daqian Games' self-developed games was only about 1.2 billion USD.

The steam gaming platform had become the most profitable gaming platform in the entire Daqian gaming market. This was why Nintendo and Sony wanted to occupy the console gaming market and become the only gaming platform in the market.

As long as they become a gaming platform, even if they do not develop any games, they can still make more money than any other gaming company.

The steam gaming store had made Sony and Nintendo jealous. This meant that Daqian Games Company had found a new gaming platform, and this platform was older than the console, PC, or handheld platforms. Daqian Games Company could get an additional 30% of the profits from these platforms!

This gave Sony and Nintendo a chance to get back together. There will be lots of fun in the future.

It was worth mentioning that in the 1996 financial report, the profits of Da Qian Games were the three pieces of the puzzle: Thousand Machines Transformation, Steam Game Store, and Self-Developed Games. However, in the 1997 financial report, the three pieces of the puzzle became four pieces, and the extra piece was called Online Games!

In history, 1999 was the year of the rise of online gaming. The whole world had entered the era of online gaming.

However, in this world, history had been brought forward to 1997. However, in the global online gaming market, there was no such thing as a hundred flowers competing for the limelight. Instead, there was only one branch that stood out.

Diablo OL became the only large-scale online game in the global market. It was also the only online game that made more than 100 million USD in sales. The second-ranked online game made less than 2 million USD in sales.

It was worth mentioning that the 100 million USD in sales was made entirely by the Steam Games Company.

According to the data provided by Daqian Games Company, Diablo OL had 8.2 million registered players in the global market in 1997. The total number of players who stayed online for three days was 3.3 million, and 1.8 million players who stayed online every day. The number of players who stayed online every day had exceeded the historical number of 400,000 players.

This was a number that would be the best in the online gaming market in the future. After all, in 1997, Diablo OL did not have any competitors. The best online game in the world, and the only one worth playing, is Diablo OL.

And it was these 8.2 million players that made Diablo OL a total of 382 million USD in sales. All the video game companies in the world were shocked.

They never thought that a game that relied on Steam Games could make 382 million USD in sales. Online banking did not exist in this era. All Steam Games had to be purchased at various outlets to use them!

But Diablo OL's good days were coming to an end. The exclusive market was about to be split, and countless video game companies were aiming for this huge slice of the pie.

According to Daqian Games Company's research, hundreds of online game development projects appeared in the global market overnight. By the end of 1997, the total number of projects had exceeded 1000.

Although most of these projects would die prematurely, a conservative estimate was that there would be at least 30 online games in the market in 1998, and almost all of them would be competitors for Diablo OL.

Especially the game that Boss Jia asked for special attention, Legend of Mir. It was said to be a very good game, and had the potential to impact the market of Diablo OL.

The great era of online gaming was about to begin.

"Should I start the era of free to play online games?" Boss Jia rubbed his nose as he pondered.

[Let's do a poll. Those who want Boss Jia to create free to play online games, vote 1. Those who want Boss Jia to stop the creation of free to play online games, vote 2.]

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