But you know what, when Hai Mao and Chen Anyu compared the things Lin Li had told them before, it was quite a surprise.

A lot of new ideas have come to mind.

at the same time.

The two of them gradually developed their own ideas about game development and management, and also set a goal.

Since President Lin has already found a successful path, they can naturally follow suit.

In short, from this moment on, their goal is to retain their own unique characteristics while creating games with a spark of innovation.

After the exchange concludes.

Looking at the whiteboard covered in text, Chen Anyu exclaimed, "President Lin, today has given us a management lesson!"

Hai Mao nodded: "Actually, he had already told us the answer before, but sometimes we just didn't understand why we had to fill it in that way."

Chen Anyu didn't think so at first, but after hearing Hai Mao say that, he had a similar feeling.

Because so far, it seems that all aspects of the project team...

Don't tell me, it's true.

Sometimes, Lin Li would tell him to do this first and then do that.

While doing it, Chen Anyu didn't think much of it, but after it was finished, he realized that he was paving the way for this matter.

Is this just a coincidence?

No, Mr. Lin is capable of creating a game like Battlefront Girls, which is both critically acclaimed and commercially successful.

It could also boost FGO's revenue from 2 million yen to 100 billion yen.

How could it be a coincidence?

Compared to new producers like them.

Mr. Lin is truly unfathomable; he has everything under control...

Sometimes I think that President Lin not only has to communicate with them, but also manage so many project teams, and even manage Spark Japan.

It's astonishing that they can manage to keep everything running smoothly; it's terrifying to think about. Is this the world of a true game development master?

~~~

Time flies, and it's already the end of November.

As the end of the month approaches, almost all media outlets begin waiting for official reports to be released for November.

This has become their monthly filler article... oh wait, I mean, the highlight of their end-of-month news roundup.

Looking at the past from a global perspective.

The Japanese version of FGO maintained a stable revenue of 4 million RMB, while the Chinese version, due to its full-month run, saw its revenue rise to 1.5 million RMB, bringing the global revenue to 5.5 million RMB.

Onmyoji has just stabilized at 5 million.

Honkai Impact 3rd also maintained a stable 1 million viewers.

After that, the number of anime-style mobile games suddenly dropped dramatically.

Following that are 3000 million battlefront girls, and a whole host of subsequent games.

Throughout November, Lin Li only did two things: one was to reorganize the company's structure.

The entire Spark Games currently starts from Linli.

The frontline girls development team, which is directly managed by Lin Li, is collectively known as Spark Group 1. Previously, Spark Group 1 had a total of 6 subgroups, but now, as each subgroup becomes more and more efficient, the team has been able to manage its operations.

Maintaining the updates for Battlefront Girls wouldn't require so many people.

Lin Li then streamlined and reorganized the group, and now there are a total of 4 groups.

Responsible for the daily story updates and major version updates of Battlefront Girls.

Secondly, there's the Arknights project team managed by Hai Mao, also known as Spark Team 2, and the Arknights project team managed by Chen Anyu, also known as Spark Team 3.

These project teams all belong to the R&D department.

All teams share the engine, testing, marketing, and operations of Spark Games. They also share a series of development resources, such as the sound effects room and motion capture room, which are currently being planned.

In October, these project teams did not previously have two separate departments dedicated to human resources and finance.

Now they are independent.

The project team handles its own recruitment, financial accounting, and other related matters.

The main reason for doing this is that both Arknights and The End of the World involve revenue sharing for the producers, so independent financial accounting is necessary.

However, although it is an independent accounting system, it is not accounted for in great detail.

On the other hand, Xinghuo still takes the lion's share; things like shared Xinghuo game resources definitely won't be charged.

The main purpose is to give the producers a clear understanding of the situation.

In addition, large-scale team building activities are still organized by Lin Li.

Lin Li does not participate in the management of these two project teams in principle, but he does have management authority in the event of a major crisis.

As for Japan's Spark, it's relatively simple.

Yao Meng is still in charge of the daily operations of the Frontline Girls.

Shiokawa leads Spark Team 4 in the operation and development of FGO.

Tomohiko Deguchi, on the other hand, led the newly formed Spark Team 5 to lay the groundwork for the early development of Destiny's Trajectory.

Overall.

In just one year, Xinghuo Games' structure benefited from Lin Li's ruthless pursuit of wealth and extravagant spending.

It's like blowing up a balloon, and suddenly it's blown into a big fat person.

Whether they can maintain this scale, and whether they have the strength to do so, depends on what happens next.

In addition to integrating company resources.

At the end of November, Lin Li, along with almost all the game companies in China, were paying attention to another matter.

That is, the Beijing Municipal Bureau of Press, Publication, Radio and Television signed a strategic cooperation agreement on the protection of animation and game copyrights with Bandai Namco, a representative of animation companies.

On the last day of November, the first batch of anime works to receive copyright protection was announced, including *One Piece*, *Dragon Ball*, *Naruto*, and the *Mobile Suit Gundam* series.

The reason why the authorities stepped forward to release a copyright protection agreement.

This is mainly because from 2015 to 2016, a series of ACG (Anime, Comics, and Games) mobile games exploded in popularity, along with the widespread adoption of smartphones.

The entire mobile game market, especially the anime-style mobile game market, began to boom.

Due to a lack of regulation, this unregulated growth has led to the emergence of a series of noteworthy works such as Honkai Impact 3, Battlefront Girls, Azur Lane, Fate/Grand Order, and Onmyoji.

On the other hand, domestically produced knock-off games have also begun to proliferate in the market.

Early games like "300 Heroes," which released games featuring characters from popular anime series, have gradually moved from PC to mobile devices.

Meanwhile, mobile games based on the three major shonen manga series "Naruto, Bleach, and One Piece" have sprung up like mushrooms after rain since 15.

At its peak, any Japanese anime IP was bound to be copied.

With China hosting the G20 summit this year, the two countries reached certain consensuses, setting the tone and direction for their bilateral relations.

So by the end of this year, with the continuous demands from Japanese companies, and the rampant piracy in China making it difficult for regulators to oversee the situation, the situation became chaotic.

Chapter 123 The Era of Copyright

Open the top mobile game rankings from 15 and 16.

You're a Pirate King, he's a Pirate King, and then there's another voyage dream, a grand voyage dream.

You play a Dragon Ball mobile game, he plays Dragon Ball Z.

You're a Naruto fan, he's an ultimate Naruto world.

Don't even mention that the officials don't understand.

Even for players, if you accidentally delete the game, it's difficult to download the mobile game you used to play.

A search for Naruto will bring up more than a dozen game results.

Ultimately, it was only natural for the authorities to step in and clean up the mess.

However, when this news first came out, Lin Li was puzzled for a while, because he remembered that this thing came out at the end of 15, and he didn't know which butterfly wing had flapped incorrectly.

It was surprisingly delayed until the end of 16 before it was released.

No wonder that Naruto on Tencent's charts isn't on the leaderboard yet at this point.

Then, Lin Li immediately realized what was happening.

In the end of 15 in my previous life, the government began to ban piracy.

The three main characters, Gundam, and a series of mobile game adaptation rights, which were originally unwanted, were instantly snapped up.

These copyrights are all valuable assets, so as soon as the news broke, Lin Li immediately went to Japan and started the copyright dispute with Yao Meng.

Regarding the issue of copyright.

Lin Li also had a detailed chat with Yao Meng, starting with the good news.

That is, at the beginning of the year, Lin Li sent Yao Meng to Japan to negotiate copyrights. Although they haven't secured ZUN yet, they have secured a bunch of copyright contracts with major animation studios.

Then there's the bad news: most of these copyright contracts are not enough to support a standalone game.

Take Kyoto Animation for example.

If you were to use characters from The Melancholy of Haruhi Suzumiya or other popular Kyoto Animation works for a collaboration, that would certainly be possible.

But what if you were to develop a mobile game based on Haruhi Suzumiya?

That's just wishful thinking.

Most animation studios' slice-of-life anime, or even battle anime, cannot support the demand for game-adapted IPs.

unless...

You should create an official version of the Super Smash Bros. game...

Whether it's MOBA, ARAM, or anything else, these copyrighted characters come in handy at this time.

But at least for now, Lin Li doesn't have that idea.

Now that we've covered the good news, here comes the bad news.

The bad news is that Yao Meng initially followed the same path as other copyright holders in China.

We haven't paid much attention to the major IPs that are rampant with piracy in China.

Everyone waited until the news came out before rushing in like sharks smelling blood.

Naturally, they lost the initiative.

When Lin Li arrived at Bandai Namco, he discovered that it was almost the same day.

Almost all the other major domestic companies were present: Tencent, NetEase, Seasun Games, miHoYo, Perfect World, and even Bilibili, which has just entered the mobile game market, as well as a whole bunch of companies that I hadn't heard of before.

As if they had planned it in advance, they entered Bandai Namco's headquarters one after the other.

at this time.

Some friends have asked this question.

Hey, whether it's Naruto, Dragon Ball, or Bleach.

It seems like none of them were made by Bandai Namco, so how come they have the copyright?

Speaking of this, we have to mention a production model that Japan loves to use in both animation and film.

That is, the production committee model.

Simply put, besides the animation studios, voice acting companies, game companies, music companies, and broadcasting companies all invested money.

Besides receiving dividends, you also get the corresponding copyright for the money you invested.

For example, Naruto.

The animation rights to Naruto are held by the animation production company Pierrot.

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