The diva and I cross each other

Chapter 405: Record-setting results

Chapter 405: Record-setting results

"I understand, Sister Wen, I'm going to prepare for the promotion of the movie." Chen Junmiao said helplessly.

"Well, you go ahead!" After saying that, Luo Ming hung up the phone.

"A Ming, you are so skilled!" Lin Shuwen, who had just gotten up, leaned on the door frame and yawned while complaining.

"We've been wearing each other's clothes for so long, so we must be skilled at it!"

Lin Shuwen rolled her eyes and was too lazy to talk to Luo Ming.

After briefly washing up, Lin Shuwen walked to the sofa and sat down and asked: "How many people have downloaded "Clash of Clans"?"

"More than 300 million." Luo Ming replied.

"Less than a quarter of the number of reservations?"

"Yeah, but don't worry, it's only 8 o'clock now. Today is the New Year's Day holiday, and many people will sleep in. I guess the data will increase rapidly after the server is officially launched at 10 o'clock."

"That's right. Let's go to the company and wait?" Lin Shuwen asked.

When Luo Ming and Lin Shuwen came to the company, they found that many technicians at Burning Light Games were working overtime, even the CEO Zhao Ningyuan was there.

"The relationship is great. If the results of "Clash of Clans" today can reach the expected target, everyone present will receive a big red envelope."

Even pigs can fly when they are at the forefront of the storm. Isn’t it normal for the Burning Light game to take off?

Luo Ming's words immediately aroused cheers from the crowd.

In particular, "Clash of Clans" became popular before it was released, and was even spotted by the famous Polaris. Therefore, the launch of "Clash of Clans" naturally attracted a lot of attention in the industry.

Therefore, in the eyes of these game manufacturers, there is nothing worthy of praise for these two world-popular games of Burning Light Games. The production costs are not high and they do not require any advanced technology. Their popularity is just a matter of luck. They happen to catch up. It’s just that it’s the trend of mobile games.

In addition, Burning Light Games is currently in the limelight and has a very good reputation among the player community. Only a fool would publicly mock Burning Light Games at this time.

Luo Ming thought about it and thought it would be good to go to the company, so the two of them changed their clothes and went to the company together.

Now, Burning Light Games has become a leading company in the mobile gaming industry.

Burning Light Games captured the characteristics of smartphones, relied on the more innovative performance of smartphones themselves, and designed gameplay that relied on smartphone innovations, and the game became popular.

This new game, which has been heavily promoted before it was even launched, has become a craze in the domestic and foreign markets in a short period of time. It has recently become a hot topic in the industry.

It is true that Burning Light's games are very popular, but some major game companies in the industry still generally look down on Burning Light games.

Zhao Ningyuan laughed when he heard this and said: "Mr. Luo, you want to come with me, and it's not just us. At least half of the technical staff in the company have the same idea as us."

"Eh? Mr. Luo, Mr. Lin, why are you here?" Zhao Ningyuan asked after seeing the two of them.

Just like gamers have chains of contempt, so do game developers. Nowadays, most domestic game manufacturers make client games and web games.

Of course, people who hold this view would not be stupid enough to say it outright. After all, the achievements of Burning Light Games are there.

They believe that the two mobile games 2048 and Plants vs. Zombies that were popular around the world were mainly because smartphones had just become popular at that time and the market was in a barren stage.

No matter how popular the game is, whether there is luck or not, it is popular. If you come out and say these words now, it will only be regarded as the achievement of the game.

In addition to the internals of Burning Light Games, many companies in the industry are actually paying attention to the data performance of "Clash of Clans".

"Anyway, we have nothing to do. The two of us thought of coming to the company to witness the results of "Clash of Clans" with our own eyes."

Tower defense war strategy game, this type of game is almost boring to play on browser games, let alone PC games.

Burning Light Games has moved it to mobile phones, but most people in the industry are actually not very optimistic about it.

The reason is also very simple. Before Burning Light Games, these domestic game manufacturers had already made similar attempts.

Especially after "Plants vs. Zombies Mobile" from Burning Light Games became popular, countless people followed the trend.

But without exception, the games of these companies have all been sold out. No matter how much investment they have made, or whether the quality of the games is good or poor, they have been sold out.

According to the analysis of some industry insiders, the reason for the failure is that mobile phones are not suitable for this type of games. The success of the game "Shaoguang" is because a blind cat has encountered a dead mouse.

There are also some more rational game manufacturers who believe that Burning Light Games has found the joy of this type of game on mobile phones.

This time, Burning Light Games has launched "Clash of Clans" with great fanfare. The more rational game manufacturers are waiting to see the results of "Clash of Clans". If the results are good, it will mean that the tower defense war strategy PC game has great success. The idea can be moved to mobile games, but it just lacks a good integration direction.

If Burning Light Games fails, they will buy a wave of pirated games and take advantage of the game market occupied by Burning Light Games.

After all, the market is so big. The more money Burning Light Games makes and the larger the market it occupies, other game manufacturers will naturally make less. The saying "peers are enemies" is applicable at all times.

Time passed by minute by second, and soon it was 10 o'clock in the morning, and the "Clash of Clans" server was officially launched.

Just as Luo Ming estimated, in the two hours from 8 to 10 o'clock, the number of downloads of "Clash of Clans" surged, and now it has exceeded 500 million.

The total number of reservations for "Clash of Clans" is 2200 million, and the number of reservations for Penguin's LOL mobile game in the previous life was more than 6000 million.

This mobile game has such a high number of reservations. On the one hand, it is because LOL client games have always been an evergreen tree in the field of Penguin client games and have a good user base.

On the other hand, Penguin adopts a brainless push method. You can see the push of this game by clicking on QQ and WeChat.

When Luo Ming traveled through time, he heard that the DNF mobile game was about to be released. If the DNF mobile game reservation adopts this model, the number of reservations on the entire network will definitely not be small.

Of course, the 6000 million reservations for the LOL mobile game at that time were reasonable, and Luo Ming happened to know friends in the Penguin IEG business group.

He told Luo Ming afterwards that half of the 6000 million reservations for the LOL mobile game on the entire network were false data set up to attract players and issue reservation rewards to players. The real number of reservations was about 3000 million.

Among the 3000 million real reservations, less than 30% of the players downloaded and entered the game on the first day.

The 2200 million reservations for "Clash of Clans" are also significant, almost one-tenth. The actual number of reservations is 2000 million.

After all, the current conditions are no better than those in the previous life. In the previous life, the LOL mobile game was launched in 2021. Now it is limited by the network and mobile phone types. Luo Ming feels that it is very good to have this number of reservations.

As for users who download and experience the game, Luo Ming estimates that the proportion should be higher than that of the LOL mobile game, but not much higher. According to visual inspection, it can be between 40% and 45%.

In other words, Luo Ming expects the number of people to download the game on the first day to be between 800 million and 900 million.

Now 10 hours have passed and there are more than 500 million download users. Luo Ming is quite satisfied.

After all, it is the New Year's Day holiday, and the student party is on holiday, while most white-collar workers are also on holiday, with only a few still working and earning three times their salary.

The main users of Shaoguang Games are students and white-collar workers. Isn't it normal for these two groups of users to sleep until around 10 o'clock?

Those who work probably won’t download the game until their lunch break.

So to sum up, Luo Ming estimates that there will be a blowout in game downloads after 11 o'clock.

Now, what is more important than the number of downloads is how many players enter the game.

As soon as the server was launched, the number of people online in "Clash of Clans" began to grow rapidly in the background.

At the same time, the game department, technical department, and dedicated customer service staff are already in place.

Luo Ming's requirements for these people are very simple. After the player group goes online, they must ensure the stability of the server and a good gaming experience for the players.

These customer service staff are professional customer service teams recruited from other game companies by Rong Mu himself, and several of them are Penguin's Xinyue VIP customer service staff.

The purpose is to ensure that players will not be unable to find feedback channels when encountering problems.

Luo Ming increased their wages by 20%, but he also said something ugly in advance. When answering players' doubts or questions, customer service staff are strictly prohibited from answering questions that are not exactly what they asked, being hypocritical, or being perfunctory.

Because "Clash of Clans" will be a key project of Burning Light Games in the next few years, Luo Ming will never tolerate any negative impact on "Clash of Clans" in the early stages of its online operation.

At the same time, Luo Ming also asked Tong Mingwei to always pay attention to public opinion trends on the Internet. Once there is malicious smear or illegal attack, the company's public relations team will be immediately involved to deal with it. If there is a large-scale purchase of trolls, legal action can be taken. means.

As for the server issue, the servers in Zhuoguang's data processing center in Bingzhou are worth 5000 million, which is enough!
Luo Ming has done so much preparatory work to give players the best user experience.

The growth value of players entering the game of "Clash of Clans" has been very stable. It will occasionally slow down, but it will not be long before it accelerates again.

At 10 o'clock sharp, more than 1 IPs poured into the game in less than a minute after the server was launched.

At 10:04, 4 minutes after the server was launched, the number of registered users exceeded 10.

11点09分,开服1小时09分钟,注册人数突破了50万。

At 13:32, 3 hours and 32 minutes after the server was launched, the number of registered users exceeded one million.

At 14:45, four hours and 45 minutes after the server was launched, the number of registered users exceeded 150 million.

At 15:5 sharp, 200 hours after the server was launched, the number of registered users exceeded million!
As time went by, it was 12 o'clock in the evening before I knew it.

A few minutes later, today's data came out. "Clash of Clans" has been downloaded by 24 million people in the 952 hours since it was launched. As of now, 550 million people have registered to log in to the game, 1 million people have played for more than 350 hour, and 200 million people have played. People played for more than 3 hours.

This data is outstanding not only in 2015 but also in 2020. This data undoubtedly sets a new record in the mobile gaming industry.

(End of this chapter)

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