Game development begins with destroying Girls' Frontline.

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Linli's price of 300 may attract four people to buy it.

That's the general logic.

Mihoyo's current approach is that 2% of its top-spending players contribute 90% of the revenue.

Lin Li's hope is that 20% of the players will contribute 90% of the revenue.

They all seem pretty much the same.

But the gameplay can be quite different for all players.

Unlike miHoYo, which completely disassembles characters and weapons, this system can be said to only disassemble half of the characters to serve as a monetization point.

However, this does not mean that this model will become less effective at generating revenue.

Let's take FGO as an example.

After lowering the spending threshold for characters, the percentage of players who permanently own characters has increased.

For example, even with Saber, the original version might have a 10% ownership rate.

But now, with the lowered barrier to entry for spending real money, the ownership rate might become 40% or even 50%.

With a high ownership rate, the Azur Lane model can naturally be used.

By leveraging emotional value to introduce in-game purchase options such as covenants, skins, and independent covenant storylines—all of which don't affect the core gameplay—they aim to increase player spending rates.

It can even increase the affinity with the oath...

These are all things that can be done around the character.

This is the path Lin Li has paved for future high-cost games from Spark Games.

We must grasp both aspects firmly.

Of course, the idea is wonderful, but whether it works in reality and whether this path can be followed depends on the comparison between the optimized FGO revenue and its predecessor.

A note from the author: There have been a lot of complaints about the recent chapters, so I'd like to explain and make some adjustments to future updates.

First of all, I originally wrote these chapters to lay the groundwork for the subsequent plot, to make the exciting parts of the story more reasonable, and also to foreshadow the changes that miHoYo will make due to the appearance of the protagonist.

The original intention was to express what miHoYo's situation is like when it has no competitors, and how it will respond when Spark Games comes along in the future.

However, the way it was written might not have been very good, and the final result wasn't ideal.

I will no longer write lengthy discussions about the game system, or I will try to write less of it to control the amount and avoid making definitive statements.

Thank you for your feedback. We will adjust the pace accordingly.

Chapter 116 Public Opinion Storm

Late May.

It seems that the media outlets have reached some kind of tacit understanding and started posting news forecasts in a stream-of-consciousness style.

From the second day after FGO was released.

It started with a gamer who created a daily revenue analysis for popular games.

Compare games like FGO, Honkai Impact 3, and Onmyoji.

Surprisingly, it's quite popular.

However, this revenue stream analysis has a problem: there is no official data, so we can only guess based on Apple's ranking list.

So after publishing a few issues, several media outlets stopped publishing.

However, the general public remains very interested in this, and even without media coverage, they will find Qimai data to compare on their own.

In Lin Li’s opinion, the idea of ​​relying solely on the flow of water is not advisable.

In the past, a strange logic emerged that "the higher the turnover, the more fun the game is." It was as if a game with a high turnover was more fun than one with a low turnover.

However, the quality of a game is indeed an extremely subjective matter, and normally, people simply compare its reputation.

Reputation is a double-edged sword.

You can even get positive reviews, but the revenue is an absolute number.

It is said that in literature there is no first place, but in martial arts there is no second.

When fans of two games can't convince each other, revenue sharing seems to become the ultimate weapon.

just now.

This trend, amplified by media hype, appeared many years earlier, in October 2016.

Following this trend

It wasn't just players using it; even the game's official teams started using it for promotion. By the end of October, the official teams for Onmyoji and Honkai Impact 10rd had both posted about it.

Of course, it's an official website after all.

It's best to be rather discreet when posting this kind of thing.

They all use a bunch of interesting data, such as how many monsters a player killed or how many times they died, and at the end of these data, they casually post their own revenue stream to celebrate.

Onmyoji surpasses 5 million views in its first month

Honkai Impact 3 achieved over 100 million views in its first month, despite only operating for 24 days.

After the official data came into play.

The media was even happier.

In addition, both miHoYo and NetEase discovered that players seemed to have a positive response to high revenue, so they increased their marketing efforts.

They have data in hand, and they also get paid for writing articles.

Naturally, it was a case of the Eight Immortals crossing the sea, each displaying their unique abilities.

Various media outlets used this data to write articles and articles.

Even Bilibili has seen a large number of content creators (UPs) start taking on commercial orders.

They'll start by praising Onmyoji or Honkai Impact 3rd, and then at the end, they'll often say something like, "..."

Phrases like, "Last month's transaction data also proves that this is the current version of the answer."

However, although the other two companies had a big fight at the end of the month.

However, Spark Games has remained relatively quiet, as has FGO on Bilibili.

During this period, Lin Li frequently traveled between Shanghai and Japan.

On the one hand, after the new version of Battlefront Girls was launched in mid-October, preparations for the next major version will begin immediately, and manpower will be allocated to communicate with the Japanese side to accelerate the optimization of FGO.

On the other hand, the pressure on Spark Japan is even greater.

Not only do we need to fix historical issues in FGO, but we also need to adjust the levels and prepare new chapters for FGO.

The foundation for their destiny is about to be laid.

In the initial stages, it was basically impossible for Shio Chuan to handle everything on his own.

Lin Li just needs to run around a bit more.

However, during the process of running here.

Lin Li recruited another producer at Spark Games.

Tomohiko Deguchi previously worked at Vanillaware on "Great Knight Chronicles" before going solo.

Talk about it.

The fact that they were able to recruit Tomohiko Deguchi is a testament to Spark Games' influence in Japan.

At this point in time, Tomohiko Deguchi has just completed his first game, *Dai Kingdom*, after leaving Vanillaware.

Unfortunately, this game, which has a similar battle system to Great Knight Chronicles, did not sell well.

Tomohiko Deguchi was also confused as a result.

Just then, a friend recommended him to interview at Spark Games.

If it were just a month ago, probably very few producers in all of Japan would have chosen to join Spark Games, but now...

The demo of Destiny's Path has already raised the bar for Spark Games.

In addition, Spark Games was well-funded, had a good environment, and its development team consisted mostly of people poached from major game companies, so on the day of the interview, Tomohiko Deguchi had no idea that it was a new company.

It's more like a large corporation.

However, on the other hand, when he first heard from HR that the entire company was made up of employees from various factories, he was quite skeptical of Spark Games' actual development capabilities.

After all, it's a company.

It's not like you can just hire someone and expect them to do the job.

Management capabilities determine a company's product performance, both the minimum and maximum.

Scatter explosions are a good example.

Even if you give Yu Zhong another 600 people, the result will still be the same.

As for mixed-talented companies like Xinghuo Games, these people who come from big companies, to put it nicely, have work experience, but to put it bluntly, they should also think about why they couldn't stay in their original companies.

Even Tomohiko Deguchi himself switched jobs again because the sales of "Dai Kingdom" did not meet expectations.

Like Spark Japan, it's a new company, a new member, and a multinational corporation...

The debuffs are practically maxed out.

But when Tomohiko Deguchi actually finished the interview and joined the company, he found that everything was completely different from what he had imagined. The company was well-organized, even though it was carrying out multiple projects at the same time.

There was absolutely no sense of chaos.

After careful observation, Tomohiko Deguchi discovered the reason.

Lin Li is the owner of Xinghuo Games.

This guy is simply inhuman. It's not that he's particularly capable, although Tomohiko Deguchi admits that Ritsu is capable; at least he can understand what his employees are doing.

This already puts him ahead of the vast majority of bosses.

The more crucial point lies in Lin Li's boldness, vision, and efficiency in problem-solving.

During the two days that Tomohiko Deguchi observed.

Lin Li seems to just walk back and forth in the office every day.

During this time, someone would come forward to ask questions, and Yao Meng, who was standing to the side, would translate for them. Often, after the translation was completed, Lin Li would have already given the answer.

At first, Tomohiko Deguchi wondered if this was just a show, and whether the employees' problems could really be solved so quickly.

This question was answered in early October.

The two were sitting together when they happened to flip to a magazine featuring new games released in October.

Lin Li then gave a review of all the games, and pointed out a few that, saying that apart from these few, the other games wouldn't make any money.

At this point, Tomohiko Deguchi was still somewhat skeptical, but as October gradually passed and the games featured in the magazine at the beginning of the month were released one by one.

He was horrified to discover.

Lin Li actually got them all right.

Chapter 117 You penguins? We're the penguins!

You mean, it's one thing to guess the popular games correctly, but to guess the dark horses correctly too? And to guess the characters in the hit games correctly, like Bao Si?

This is too scary.

From then on, he was convinced by Lin Li.

And he finally understood why this newly established company, with a group of employees who had never worked together before, could integrate so quickly.

This is like placing a god of gaming on a company.

It can also guide you in the right direction.

This was originally a good thing...

But this god happens to be your boss.


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