Game development begins with destroying Girls' Frontline.

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Besides the players, those who simply echoed the sentiment were also bloggers who created guides and reviews; they were naturally excited about Xinghuo releasing a game.

After all, the more Spark releases, the more people will read their reviews.

However, for "traditional" gaming media, especially those in Europe and America, although they also benefited greatly from Spark's traffic, their attitude towards Spark was very "delicate."

Unlike the media in Japan and China, which possess a sense of "shared pride," Western media often unconditionally praise Spark's games.

But if you ask them to go against the version and forcefully suppress Spark, they won't dare.

Therefore, European and American media have basically developed a set of templates specifically for "Spark" (referring to the Spark Program), and many Spark-related news articles are directly based on these templates.

Anyway, if you say it's going to be reported, then it definitely will be reported, but the reports won't be of much value.

~~~

However, Lin Li didn't care much about this.

For him, the current spark has entered a relatively stable state.

Lin Li himself did not pay much attention to the follow-up promotion of "Girls' Frontline: Siege" after the internal demo event ended.

He's not like Brother Dawei, who just brags without playing the game. Given the quality of "Girls' Frontline: Siege," even if it's not a huge hit, it's unlikely to be a game that will become a sensation.

Moreover, the game has the words "Girls' Frontline" in its name, which, combined with the IP and nostalgia, guarantees an initial wave of users.

That's why Lin Li quickly focused his energy on preparing for the Battle of Chosin Reservoir after the game was launched.

In fact, after the game was launched...

As Lin Li had predicted, "Girls' Frontline: Siege" easily climbed to the top of both the Starfire platform's free play version and best-selling charts.

Interestingly, the game only stayed at the top of the best-selling charts for less than three days before dropping to second place.

Originally.

This is actually a very normal thing.

When a new game is launched, the peak traffic is just like that. In addition, "Girls' Frontline: Siege" is based on the Girls' Frontline IP, and there will be a problem when it comes to an IP.

That is, while attracting fans of "Girls' Frontline", it will naturally also exclude some players who are indifferent to "Girls' Frontline".

Essentially, games like Destiny's Path, Touhou Fantasy World, and Gundam Battlegrounds all have this problem.

It's just that these IPs are all established IPs that have stood the test of time, and they already have a large enough user base, so they offset the negative impact of this.

The "Battlefront Girls" IP is only at the "half-peak" stage; compared to the top-tier Destiny Trajectory and Touhou Gensokyo, it still lacks the accumulation of time.

So, in the early stages, it attracted all the players who were interested in the "Girls Frontline" IP, achieving the first wave of explosive growth. It's normal that it lost momentum later.

After all, no matter how you look at it from the perspective of player numbers or payment, Girls' Frontline: Siege can certainly not be called a failure.

But that's it.

Some people on the internet seized the opportunity to use a comparative approach, comparing Gundam Battlegrounds and using subtle wording to claim that the launch data of Girls' Frontline: Siege was not as good as the data of Gundam Battlegrounds a week later.

Therefore, it was concluded that Spark was finally failing.

Putting aside how this horizontal discussion came about, the data itself is quite absurd, because the peak period of "Gundam Battlegrounds" was not during its initial release.

Instead, it gradually gained popularity through word of mouth after the game's launch, expanding from Gundam fans to shooting game players.

However, no matter how much "trickery" there is in this comparison, some people actually believe it.

There was even a professor from Tsinghua University in China who appeared out of nowhere, who reposted the article and said that he hadn't really heard of the IP "Girls' Frontline" in Europe and America.

If Spark wants to become an international company, it needs to focus more on what overseas players like. Girls Frontline contains too much of Spark's Chinese values, rather than the more universal Western values.

If things continue like this, stagnation in development is inevitable, and it will be impossible to become a huge hit overseas.

She went on and on, and at the end, she tagged Lin Li, saying that if Xinghuo really wanted to understand the preferences of overseas elites, they could talk to him.

Chapter 615 Turning the Tide

As is well known, Tsinghua University and Beijing University enjoy "news priority" in China, especially when the commenter is a "professor".

Therefore, regardless of whether one agrees with this matter or not.

Anyway, a large number of news media professionals couldn't wait to start fanning the flames. This stuff is much more exciting and eye-catching than reporting "Spark won".

If this article had been published a few years ago, it might have resonated with a small number of people, but 20 years later, after the advent of face masks...

This is precisely the time when China is most quickly demystifying overseas cultures.

Lin Li glanced at the person's Weibo profile and could roughly guess that this guy was probably a "cyber agent" who was fed by the US.

Except for a small number of people on the internet.

Most people's first reaction is that this person is "crazy." Is Spark's market share of almost half overseas and half on Steam just for show? Do they need you to teach Spark how to make games?

However, this is different from netizens who directly hurl insults at the author under the article, driving the other party to the point of shutting down the comment section.

Lin Li simply responded with one sentence.

"I think the person who wrote this article could have waited a little longer."

Why would anyone have the illusion that we've reached the pinnacle of "Girls' Frontline: Siege"?

"Let the bullets fly for a while."

Originally, Lin Li was just making a rough estimate based on his own judgment. In reality, he couldn't say for sure whether "Girls' Frontline: Siege" could be as successful as "Gundam Battlegrounds".

The question is, what are the effects of expanding from one's own "small circle" of anime and manga into the larger circle of "shooting games"?

These figures are just a rough estimate.

But I never expected it.

It seems that Lin Li's words came true right after he posted on Weibo.

Especially in the European and American markets.

A week after its official launch, Girls' Frontline: Siege began to undergo some changes.

The first batch of European and American players and bloggers showed a clear trend of organic promotion after playing the game.

For players familiar with Girls Frontline, Siege is a shooting game based on the Girls Frontline IP, but for many other shooting game players...

The besieged city is more like a "new cuisine" that has never been tried before.

And this dish tastes really good!

A week after the game's release, the word-of-mouth that had initially spread only within a small circle began to snowball rapidly.

"This scene is so stunning! The tsunami scene was like watching a movie!"

"The story presentation during the tutorial was fantastic; I never expected a PVE game to be so immersive!"

"The nuclear winter background of the Tokyo map is really evocative; the post-apocalyptic wasteland atmosphere is chilling."

"The scenery on the Himalayas map is absolutely stunning! I stood there admiring the view for half an hour!"

Similar comments began to circulate on social media in Europe and the United States.

On platforms such as YouTube and Twitch, an increasing number of game streamers and content creators are spontaneously streaming and recommending this game.

"Brothers, this game is absolutely amazing! Don't listen to what other people are saying, like you can't understand Siege if you haven't played Girls Frontline. That's all bullshit!"

"BRO! If you can accept that the gun you use every day might suddenly turn into a beautiful girl one day, then you can play this game!"

"In fact, only in this game can you see your gun transform into a beautiful girl! And putting aside those pretty girls, the shooting feel and strategy of Siege are simply addictive!"

A professional CS player made some outrageous remarks during a live stream.

Anyone who says this game isn't fun because it has cute girls is an impotent jerk!

Almost instantly.

A CS pro player said that players who don't play Battlefront Girls Siege are impotent.

This news quickly went viral in Europe, America, and China.

The word-of-mouth effect of these streamers quickly attracted the attention of even more players.

As word-of-mouth spread, the player base of "Girls' Frontline: Siege" began to expand beyond its original core anime fans, attracting a large number of shooting game players who were not previously familiar with the "Girls' Frontline" IP.

And this group is quite exaggerated.

Western gamers' passion for shooting games is beyond imagination; the Call of Duty series has sold an astonishing 5 million copies over 20 years.

Not fifty million, not one hundred million, but five hundred million!

This only represents the sales figures for the Call of Duty series. Countless classic shooting games have cultivated an astonishing number of players, many of whom are actually using the Starfire platform.

As word of mouth spreads.

Many European and American players were completely captivated by the completeness of the guns in the game and its "novelty" after getting their hands on it.

Beyond the outrageous remarks of CS pro players, some memes have also gradually become popular in Europe and America.

The fastest-spreading meme, which is also very popular in Europe and America, is roughly as follows.

"What?! Beautiful girls and guns? That's a desecration of shooting games!"

"Holy crap, this smells amazing."

The heated discussions among European and American players even caused brief queues on the Western servers of Girls' Siege. On social media, the hashtag #GirlsSiege quickly trended, with players sharing screenshots and their initial impressions.

Meanwhile, those mainstream European and American media outlets that were originally just reporting "routinely" have also changed their tune.

Many have also released in-depth reviews and special articles, analyzing in detail the innovations of "Girls' Frontline: Siege" in multiple dimensions such as gameplay, story, and art.

IGN initially gave it only an 8 out of 10 in its preview review.

A more detailed review has now been released, praising it for "raising PVE gameplay to a new level" and specifically mentioning the game's excellent map design and story presentation.

"Girls' Frontline: Siege is more than just a shooting game; it brings players a brand new gaming experience through rich map storylines and immersive presentation."

GameSpot gave high praise to the game's graphics and technical details.

"The iterative upgrade of the Starfire Engine has brought the graphics of 'Girls' Frontline: Siege' to a new peak, especially in the Himalayas map, where the magnificent snow-covered scenery is breathtaking."

In addition, many industry analysts have pointed out that "Girls' Frontline: Siege" has successfully solved the problem of PVE games becoming weak by combining "story mode" and "resource collection" gameplay, providing new ideas for the design of future PVE games.

Chapter 616 Troubles

As the game's popularity continues to rise.

Fans of the "Girls' Frontline" IP gradually took over, sustaining the game's popularity in the latter half of its run.

Although Battlefront Girls: Siege is a new game, Battlefront Girls has accumulated a considerable number of fans over the years.

As a fan community, the influx of new players has excited the communities of all the Battlefront Girls.

For new Amway users.

The fans of the Battlefront Girls are full of enthusiasm!

In fact, it's not just Battlefront Girls; many IPs with established fan bases often experience spontaneous waves of promotion when they encounter new opportunities and a large influx of new players.

As "Girls' Frontline: Siege" gains popularity, fans of the Girls' Frontline are starting to exert their influence.

Various fan-made works related to "Girls' Frontline: Siege" have begun to appear on YouTube.

These videos are of quite good quality, and the topics are often very interesting.

For example, a Japanese player pointed out that many newcomers are unclear about the details of the storylines in the various maps of Girls Frontline: Siege.

I created a video series that compiles the background settings and plot clues of each map in Girls Frontline: Siege, combining the main Girls Frontline game with various official derivative works.

It explains clearly what happens on each map.

After this video series gained considerable popularity on YouTube, many domestic players were unconvinced.

When it comes to "battle line strategy," Chinese players are the true masters!

Thus, the world's two largest online communities of female gamers began a war of words.

Some players in China have even compiled a complete list of events in the entire Girls Frontline game, from the beginning to the present, and have even created a webpage that supports multiple languages.

~~~

no doubt.

This time, "Girls' Frontline: Siege" is another successful performance by Spark, and its popularity even seems to be feeding back into the original "Girls' Frontline" game.


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