In the process of smart box development, how to get rid of homogeneity has always been a major problem. The direction that many brand teams at the beginning of the box considered was to make a box product that was not primarily used for video. After repeated considerations, the so-called smart game boxes appear in the smart box camp.
The game box is a new direction that game companies have found to circumvent film source competition
It is not so much that the game set top box is a new category of smart boxes. It would be better to say that the game set-top box is a means to use game resources to replace video resources and reasonably avoid the pressure of the smart set-top box market. After all, in terms of hardware, systems, etc., it is no different from the set-top boxes such as Tmall and Xiaomi that we are now familiar with. The only difference is that the more resources are inclined to the game.
So we often see some box brands in the promotion of DM or packaging marked with such a slogan: XXX million games! Although most consumers know the water, but this simple and crude slogan has produced a lot of lunar calendar. Many consumers are willing to pay for even if they know that the promotion is exaggerated.
However, the development of game smart boxes at this stage has also begun to change. For example, after a period of trials, many R&D teams have found that if a large game is developed for a box, it will inevitably suffer from a long development cycle and a long cost recovery cycle. This is what many development teams do not want to see. As a result, some box developers have started to use the brains.
In fact, it's wrong to say that developers have more brains. After all, this product has already appeared at the time of the birth of game consoles, such as the Nintendo Red and White machines we are familiar with, and the Little Overlord Red and White machines. However, due to the fact that the game itself pays more attention to playability, it does not Too much emphasis. This thing is a game equipment including a handle, a remote sensing, a body feeling suit, a somatosensory gun.
Because of the long recovery cycle, many manufacturers nowadays rarely develop online games with limited operational restrictions. When we open the box, we will find that in addition to the chess and card games in the box and smart TV, most of them are first-level shooting online games. The reason is very simple. The development cost of this kind of game is relatively low. After all, after mastering a certain knock on the door, the shape and scene design of the task can basically be completed by the artist. And this kind of game with the most popular so-called somatosensory is the player's most concerned.
Of course, it's not just for the user to consider that the development team provides users with fun games because they also want to make money. Only the direction of making money from the so-called "dot money" of online games has shifted to another direction, that is what we said before the peripherals. In particular, somatosensory guns, now on the Internet can be said to be the most popular game peripheral products, an ordinary somatosensory guns can sell hundreds, and even better thousands of thousands. Under the temptation of this kind of interest, how can manufacturers not be tempted?
But frankly, the current boom in first-view games and the popularity of smart-cassette peripherals is nothing but a new move. Because people always have a good yearning for new things. As a game, it will eventually be attributed to "fun". No matter how good the peripheral is, it's not as fun as the game. The fun game, although the operating experience is very important, but it is only one of the joints, can not play a decisive role.
In fact, the development direction of the game box is not wrong. The mistake is to make a mistake in the wrong direction. Judging from the current development trajectory, if the direction of games and equipment cannot be put on track, then soon the game box will only become a meteor. At that time, it would be too late to implement measures to set things right.
The game box is a new direction that game companies have found to circumvent film source competition
It is not so much that the game set top box is a new category of smart boxes. It would be better to say that the game set-top box is a means to use game resources to replace video resources and reasonably avoid the pressure of the smart set-top box market. After all, in terms of hardware, systems, etc., it is no different from the set-top boxes such as Tmall and Xiaomi that we are now familiar with. The only difference is that the more resources are inclined to the game.
So we often see some box brands in the promotion of DM or packaging marked with such a slogan: XXX million games! Although most consumers know the water, but this simple and crude slogan has produced a lot of lunar calendar. Many consumers are willing to pay for even if they know that the promotion is exaggerated.
However, the development of game smart boxes at this stage has also begun to change. For example, after a period of trials, many R&D teams have found that if a large game is developed for a box, it will inevitably suffer from a long development cycle and a long cost recovery cycle. This is what many development teams do not want to see. As a result, some box developers have started to use the brains.
Due to the cost of production, many manufacturers have begun to talk about profit points to peripherals.
In fact, it's wrong to say that developers have more brains. After all, this product has already appeared at the time of the birth of game consoles, such as the Nintendo Red and White machines we are familiar with, and the Little Overlord Red and White machines. However, due to the fact that the game itself pays more attention to playability, it does not Too much emphasis. This thing is a game equipment including a handle, a remote sensing, a body feeling suit, a somatosensory gun.
Because of the long recovery cycle, many manufacturers nowadays rarely develop online games with limited operational restrictions. When we open the box, we will find that in addition to the chess and card games in the box and smart TV, most of them are first-level shooting online games. The reason is very simple. The development cost of this kind of game is relatively low. After all, after mastering a certain knock on the door, the shape and scene design of the task can basically be completed by the artist. And this kind of game with the most popular so-called somatosensory is the player's most concerned.
Of course, it's not just for the user to consider that the development team provides users with fun games because they also want to make money. Only the direction of making money from the so-called "dot money" of online games has shifted to another direction, that is what we said before the peripherals. In particular, somatosensory guns, now on the Internet can be said to be the most popular game peripheral products, an ordinary somatosensory guns can sell hundreds, and even better thousands of thousands. Under the temptation of this kind of interest, how can manufacturers not be tempted?
The price of a somatosensory gun is about a thousand dollars
But frankly, the current boom in first-view games and the popularity of smart-cassette peripherals is nothing but a new move. Because people always have a good yearning for new things. As a game, it will eventually be attributed to "fun". No matter how good the peripheral is, it's not as fun as the game. The fun game, although the operating experience is very important, but it is only one of the joints, can not play a decisive role.
In fact, the development direction of the game box is not wrong. The mistake is to make a mistake in the wrong direction. Judging from the current development trajectory, if the direction of games and equipment cannot be put on track, then soon the game box will only become a meteor. At that time, it would be too late to implement measures to set things right.
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