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The rapid growth of PC accounts on the Spark platform is also because many people have noticed a significant difference in video quality between mobile phones and PCs after watching the videos.
So after playing the demo on my phone, I wasn't satisfied at all, so I tried logging in on PC and playing it again.
This is the characteristic of dual-platform games.
Balancing portability and image quality, choose a mobile phone if you want portability, and choose a PC if you want a more immersive experience.
Chapter Seventy-Seven: Exaggerated Popularity
The popularity of the Destiny Trajectory surprised everyone.
Although before this, everyone guessed that Fate/stay night, a dual-platform work based on Fate, should be successful.
But in terms of imagination, it's not much different from Galaxy Paradise.
However, the actual result was something that even Lin Li, the decision-maker, had not expected.
It's incredible. From the sudden release, the number of people online simultaneously on both platforms worldwide exceeded three million that very night, and then quickly soared to three and a half million.
This data has already surpassed that of Honor of Kings.
In 18, Honor of Kings had an average of 300 million daily active users, and its peak concurrent users were only 200 million.
It has even surpassed the peak concurrent player count of 320 million set by PUBG on Steam.
Of course, considering that Destiny Trails is a cross-platform game with a lower barrier to entry, it is obviously not objective to compare a free game with a PC game.
After all, at its peak, Honor of Kings once had 500 million concurrent online users.
However, at this time, it's not entirely without value as a reference.
The reason for this "spectacular" level of data is not only due to the sheer number of Spark players, but also thanks to Japanese players, who alone contributed 150 million concurrent online users.
It's worth noting that even with the extensive operations of FGO's Japanese server, the daily active users are less than 200 million. To put that into perspective, it means that almost all of Japan's daily active FGO players are online.
It also attracted many players who had previously quit or partially quit the game to log back in.
Moreover, the player base of Japanese games is much smaller than that of China, but the number of online players for Destiny Trail in China is only 120 million, and the remaining overseas countries combined only have 80.
Lin Li could only sigh and say that FATE truly deserves its status as a national IP in Japan.
At the same time, he was already planning where to channel the blood supplied by these Japanese leeks (a metaphor for exploited consumers).
Matching the staggering number of online users is the global buzz surrounding the event.
For any cultural and entertainment consumer product, the siphon effect of top-tier works is very strong.
For example, top-ranked works on novel websites, so-called "dominant" works in animation, and popular works in games.
The reason they can create a siphon effect is that the time available to a large audience is only enough for them to watch those top-tier works that have emerged from the bloodbath.
Above these top-tier works, there is another type of work called "breakout works".
What does it mean to go viral?
Even people who don't play games know that a new game was released today; that's what you call going viral.
In China, his fate has already reached a point where he's somewhat outside the mainstream.
In the anime and gaming community, and indeed most of the gaming world, people already know that Spark has released a new game, thanks to videos showcasing various destinies and other players' sharing.
Most players will download and try it, which actually creates a "game locust plague". After a large number of "locusts", only real players will remain.
Don't underestimate this point; many game "locusts" completely ignore it.
This is the current state of destiny in China.
In Japan, wow.
Given the size of Japan, the peak number of Japanese players simultaneously playing Destiny Trails online is more than just "out of the mainstream"; it's practically a nationwide phenomenon.
On the second day, Spark officially released the data for the first day of Destiny's Path, and Spark Japan also posted a message thanking Japanese players for their contributions to this game test.
The congratulatory poster features many numbers, such as how many Masters have descended upon the world of Destiny's Trail, how many monsters have been killed, and so on.
But at the very center of the poster is the data of 350 million online users worldwide.
Spark Japan's congratulatory illustration also included a poster celebrating 150 million online users in Japan.
Of course, Spark highlighted these two data points.
Because this demo was free, it couldn't achieve explosive sales.
Online data has thus become the most valuable type of data.
Xinghuo pushed this number because numbers are what news media love most.
Multiple Japanese media outlets and television stations, including Asahi Shimbun, Tokyo Shimbun, and NHK, cited these two figures to report on the global influence of Japanese cultural works.
Of course, apart from Asahi Shimbun mentioning Spark Japan a few more times, most of these reports focused on the FATE IP and the game Destiny Trails.
Furthermore, on Yahoo! Japan and Google Japan, the top trending searches on these Japanese internet search portals are all related to fate.
Besides game-related topics, Joan of Arc and the Hundred Years' War also became trending search terms.
The entire Japanese official media's promotional focus was on the FATE IP, and Kinoko Nasu was able to take advantage of this trend to reach new heights.
Their abacus beads are actually very simple.
Focus on promoting FATE, and briefly mention Destiny's Path. As for Spark Game? Let's avoid mentioning it if possible.
The purpose of doing this is not to suppress Xinghuo.
It's mainly because it's too embarrassing.
However, as the saying goes, players' opinions are not something you can simply accept.
Almost at the same time.
Basically, below these news articles, there are invitation links for "Fate's Trajectory" everywhere.
Furthermore, the traffic generated by this large number of media outlets was quickly amplified by numerous Japanese bloggers and independent media outlets.
This is actually easy to understand.
As a player, if you see various news outlets publishing this information, and you're interested, you'll definitely continue searching. Once you search, the traffic will move to the next step.
This refers to various bloggers and self-media figures in Japan.
Compared to various traditional Japanese media, on the internet, the power of discourse has returned to Xinghuo's hands.
Whether it's Japanese independent media or so-called player opinion leaders, these people naturally tend to favor Spark, for the simple reason that Spark provides commercial orders.
On the other hand, Spark's games are indeed of high quality, so when they saw that Japan's "official media" was deliberately concealing it.
Instead, they rebelled. Didn't you say you wouldn't describe the trajectory of fate? Wouldn't you describe the spark?
Hey, I'm going to focus on these specific topics.
In addition, many people directly brought up Lin Li's previous televised speech on TV Tokyo in Japan.
In particular, a segment of the video, in which Lin Li describes how Spark was able to develop together with Japanese manufacturers, was shown.
To be honest, this video has been controversial ever since it aired on TV Tokyo.
It's simply because of the NHK broadcast and the upcoming visit of Abe to China.
This scared off many monsters and demons.
Moreover, when the live stream started, a large number of Spark players came out to express their opinions, making the whole scene seem to be one-sided in favor of Spark.
But in reality, this is not the case.
There are still a lot of people who, after the storm has passed, are being sarcastic and cynical.
On the internet, the debate about whether Lin Li is the savior of Japanese games or a vampire and a great demon king has never stopped.
Chapter Seventy-Eight: The Wind Has Changed
Claims that Lin Li is a hypocrite, and that Xinghuo is a fraudulent company that only knows how to make money off the Japanese, frequently appear on various Japanese forums.
This series of arguments is quite popular in Japan.
However, with the emergence of "Destiny's Path".
The wind direction has changed.
"Mr. Lin is right. Without Spark, I really find it hard to believe that any Japanese company could create such a great work for the FATE IP."
"Those scum who call Spark a bloodsucking company, come out and speak up!?"
"I saw that Spark Japan is hiring in large numbers again. Spark is really a mainstay of the Japanese game industry."
"It is said that because of Spark Games, wages in the entire Japanese game industry have increased."
Similar comments began to spread rapidly on Japanese social media.
The high quality of the Destiny Trajectory and the astonishing number of online viewers.
It became a propaganda weapon for Japan's Spark program.
Many Japanese players now regard Spark Japan as the industry benchmark, and they no longer simply praise Destiny's Trails, but instead sing its praises.
When Lin Li has free time, he also watches videos and reads comments on foreign websites.
I occasionally bring this up on my own initiative.
It’s noon this day.
After Lin Li and Li Mingxuan finished their meal in the cafeteria, they were having coffee in the rest area when Lin Li casually brought up the matter again.
"As a producer, you must take the time to understand what players think. Watching videos can also help you understand some of the players' feedback on the game, but you can't watch the video content, you have to watch the comments."
"Those who enjoy watching these videos are mostly hardcore gamers. What they say is mostly about the aspects you do well, which you can use as a reference."
Lunchtime every day at noon.
Normally, Lin Li spends his time with Su Shanshan.
Work is work, and life is life. This is what he demands of his employees, and he practices what he preaches, because game development is a job that requires inspiration.
However, occasionally, when Su Shanshan is not around, or when something is urgent, Lin Li will eat and chat with the producers of other projects.
For example, today is a good example.
Li Mingxuan came in the morning to give an advance report for the monthly meeting. Thanks to the great success of Heroes of Might and Magic III Remastered, he defeated a series of competitors.
They received the development assignment for "Heroes: Song of the Saintess".
At this time, he continued to organize the Reset Studio to reset Heroes of Might and Magic III, while also preparing for the development of Heroes: Song of the Saints.
It's like one person is doing two jobs; even if he gets a deputy, the workload is still huge.
In addition, since this was his first time working on a new project, his presentation was quite extensive.
He also has many management issues that he needs to consult with Lin Li.
So the two chatted for a while until it was time for dinner.
So we came over for dinner together.
Then, the conversation naturally turned to the trajectory of the recent viral hit and how to obtain player feedback.
When this topic came up, Li Mingxuan took out his phone.
I recommended a Bilibili content creator to Lin Li.
That means he also frequently pays attention to player opinions.
"Mr. Lin, this content creator's videos are pretty good. They mainly upload videos of overseas players' reactions."
Lin Li glanced at Li Mingxuan but didn't expose his little scheme.
He then glanced at his phone, his tone quite surprised.
"This content creator actually has a million followers?!"
The content creator recommended by Li Mingxuan is called [Spark Sees the World].
Lin Li hadn't paid much attention to it initially, but the number of followers this content creator had surprised him.
Since Spark implemented its globalization strategy, there have indeed been quite a few videos of foreigners playing Spark games.
But! They managed to gain millions of followers just by using this subject matter.
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