The author is not satisfied with this chapter, so it's free.
As Zhao Yao began his arduous life by entering the school gate early, the vast majority of senior high school students finally welcomed a joyful holiday. With the end of the last exam on June 8th, most senior high school students across the country would usher in a summer vacation of up to three months.
And this summer vacation would no longer require any studying… unless your parents had already prepared a review class for you.
This period was also the hottest time for online game launches.
On June 10th, three online games announced their launches, all of them on the oo game platform.
In order to gain more traffic, game developers were practically fighting tooth and nail.
After all, there were only so many advertising slots on the 00 game center, and whoever could grab the hottest advertising spots would get the most traffic. Whether their own game would truly be loved by players was a matter for the future; the most important thing was to grab traffic and players first.
Thus, the people from these game development companies had no choice but to resort to bribing the 00 game center to purchase advertising slots.
Although the 00 game center, as a co-operator, had the right to give free advertising slots to games they co-operated with, and according to the game's contract, they were obligated to provide a luxury-tier advertising slot, meaning the top-tier advertising slot of the 00 game center, upon the game's launch. In addition to two rare-tier advertising slots and five ordinary advertising slots, each slot would last for about ten days. These were all provided for free as marketing and promotional placements according to the agreement.
But there was a prerequisite: your game's marketing must strictly follow the arrangements of the 00 game center, and the 00 game center had clearly informed all co-operating game manufacturers that their arrangement was to launch a new online game approximately every ten days to ensure the best game promotion effect.
Therefore, 00 game very decisively provided a game launch schedule, arranged according to the desired launch times of each game. In case of conflicts, they would be allocated on a first-come, first-served basis.
At the same time, fixed launch times were arranged, scheduled for the 10th, 20th, and 30th of each month for new online game launches.
The arrangement from 00 game might sound a bit forceful, but they had a very valid point. 00 game stated that if game launch times were fixed on certain dates, it would greatly enhance player recall, and players looking for new games would then search for them at these fixed points.
This way, players would not accidentally forget about your game's launch.
So, wasn't this very fair and perfect?
But the problem was, the golden period of summer vacation was limited. If the launch times were fixed, it would only allow for nine launch opportunities over three months.
Especially June, which was the most crucial. After all, if they could attract a large number of players in June, then July and August would be the times for massive player harvesting.
Based on past experience, the online playtime in July and August could increase by about four times compared to normal months. This was a terrifying statistic and a valuable opportunity.
Thus, a total of nine games planned to launch during the summer vacation, with basically all major domestic game manufacturers scheduling a game release during this period.
Tengda, which had tasted success, also planned to release its second game代理 from Korea in June: Bubble Bobble.
Tengda placed high hopes on this game, which was primarily casual.
Under normal circumstances, with such a long period in June and July, there was no need for nine games to be launched on the same day. However, the 00 game center's schedule clearly stated that on June 20th, the game to be launched was: World of Warcraft.
This game, which had been heavily promoted and pre-heated since January of this year, had undergone two waves of internal testing and was about to launch its global open beta on June 20th. It was the undisputed official online sequel to the world's number one single-player game, Warcraft III.
The number of players who had clicked "interested" on the game's homepage alone exceeded nine million, just 820,000 shy of reaching the ten million mark.
That's right, a game that hadn't even launched yet had already garnered nearly ten million interested players.
However, this was unavoidable. After all, the player base of the entire 00 game center was built upon the players of Warcraft III. Even now, the game with the highest concurrent online players on the 00 game center was still Warcraft III.
That's right, even though the 00 game center now had over 2,000 single-player games and more than 50 online games, the hottest one was still Warcraft III, released two years ago.
So, while the number of people playing the competitive mode had decreased, with the 00 game center opening the Tiangong Workshop function, allowing players to upload various games they created in the workshop…
Even so, many times you still couldn't get them, because a luxury-tier advertising slot could bring at least 500,000+ player traffic and attention per day. As long as 1% of those players converted into paying players, the cost could be recovered in just over ten days.
And to maximize the victory over opponents on June 10th, almost all advertising slots of the 00 game center were sold out. Finally, Leng Zhimeng happily reported to Boss Huang that on this single day, the advertising fees alone brought in nearly 10 million yuan, which was equivalent to two days' worth of operating revenue share.
That's right, few people in the world probably knew that the 00 game center had already become the Jiangnan Group's largest cash printing machine. In one day, not counting single-player games, just online games generated an astonishing 15 million yuan in revenue. With a 30% revenue share, the 00 game center could earn 5 million yuan per day. Over a year, the Jiangnan Group would receive 1.8 billion yuan in dividends from the 00 game center. If advertising revenue and single-player game revenue were included, it could generate over 2.5 billion yuan in annual revenue.
The net profit exceeded 2 billion yuan. Frankly speaking, this figure had surpassed Jiangnan Blind Box to become the Jiangnan Group's most profitable business… Although Jiangnan Blind Box's annual sales had exceeded 10 billion yuan, the problem was that Jiangnan Blind Box had high costs, resulting in low profits, and had significant store and labor costs, far less than the low costs of the 00 game center, with only a profit margin of about 10%. The annual profit barely exceeded 1 billion yuan.
Jiangnan was still poor!