Based on the game's capacity, a single optical disc could hold games worth ¥5, and two discs could hold games worth ¥10. Simultaneously, the Jiangnan Mall's offline sales platform was opened to these game companies, allowing them to sell their game discs offline at the same prices as online.
The purpose of this policy was simple: to completely squeeze out the survival space for pirated games.
The reason pirated games ran rampant domestically was precisely because the prices were incredibly cheap, ¥5 per disc, affordable for any player.
However, prices for genuine games starting at ¥50 or more could deter many players. Although ¥5 per disc was far from covering a game's development costs, it was the only way to reclaim the market from pirates.
The third policy was the "oo Game Platform's Break-Even Guarantee" initiative. The oo Game Platform would annually select some high-quality single-player games for break-even distribution. This meant directly providing game developers with funds equivalent to 1.2 times their development costs to purchase the complete distribution rights for the game. Afterward, the oo Game Platform would be solely responsible for distribution and profitability.
This policy was naturally designed to retain those high-quality game developers, preventing them from abandoning single-player game development due to a complete loss of capital.
It was precisely because of this third policy that Jiangnan Group became a "subsidy hero," taking on risk. Of course, this was a policy where risk and opportunity coexisted. If there were truly excellent games, the break-even distribution policy could instead lead to Jiangnan Group earning a substantial profit.
"Your policies are well-designed. If they can be properly executed, they can indeed preserve the path for domestic single-player games. You've put in considerable effort to come up with these policies, but in doing so, aren't we being a bit too saintly?" Huang He rubbed his nose.
"But this also ensures our platform's presence in the single-player game industry. If we truly incubate some hit single-player games in the future, we can leverage the accumulated resources to carve out our own game console ecosystem!" Leng Zhimeng said nonchalantly.
It seemed she hadn't given up on her game console dream.
"If you're determined, then go for it!" Huang He thought for a moment and then nodded. "However, the number of games with break-even distribution must not exceed five per year, and they must be excellent games. Only when the entire industry can truly make money can it drive its development, not rely on our private enterprise to subsidize it!"
Huang He actually didn't harbor such deep resentment towards single-player games. Otherwise, if he simply focused his main efforts on supporting single-player games and personally produced a few later renowned games, the entire single-player game industry could be revitalized.
But Huang He had no interest in that, so he simply wanted to be the future Steam.
Then, in their reports, the reporters described Jiangnan Group's technology bounty in a relatively easy-to-understand manner, informing everyone that solving the problem would earn a tax-free reward of $100 million.
Ordinary people were amazed by this. Although they quickly forgot about the news, knowing it had nothing to do with them, they still couldn't help but enthusiastically share this fascinating tidbit with their colleagues and friends.
As a result, it was impossible *not* to ignite the entire academic community!
The entire world was rocked by Jiangnan Group's bounty. When the bounty was announced, the latest time zones in the world had already entered January 1st, earning it the moniker of the first bomb of the 2004 New Year.