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When it comes to entering the game field, Netflix's high profile and the resulting public opinion fever are the phenomena of the whole industry.

However, from the current situation, this new platform with only five free games seems to have a long way to go before it can become the next Steam or EGS store, especially considering that all five games are mobile games.

It's free and there are no advertisements, but users say it's not very fragrant.

Generally speaking, except for the addition of three casual games, the Netflix game announced by Netflix basically continued the operation mode when it was tested in Poland at the end of August. Therefore, when users download games from Netflix, they will still jump to the game page in Google Play, which is not difficult to understand why Netflix for iOS is still in the "development state". Obviously, Netflix and Apple need to communicate about the download mode of the game.

However, compared with the passion brought by the title of mike weir Du's blog "Let's Play", the current online game content seems to be insufficient to arouse the interest of players, and the download volume of Google Play also confirms this view. Except for two games adapted from Strange Tales from a Lonely Studio, the downloads of the other three casual games only exceeded 10000 times. In contrast, Netflix has more than 200 million registered users worldwide, and Android client downloads have exceeded 10 billion times.

Despite this, Netflix is still regarded as a strong potential opponent by the global game giants, not only because Netflix holds many high-quality IPS, but also because in the game business field, Netflix's ambitions are well known, and some of them are even "imminent and have to be sent".

Disney is under great pressure, and this game is very important for Netflix.

Although it still sits firmly on the throne of global streaming media business, the sword of Damocles on Netflix has become increasingly unstable, which may give this company a fatal blow at any time.

In this context, in order to explore more income channels, for Netflix, which has a large number of IP, the game with considerable input-output ratio has become an inevitable choice.

10 year 10 On October 22nd, Netflix authorized Ludic Studio, a small three-person studio in Brazil, to make Kate, a lightweight pixel wind game, which was officially released on Steam. This game is adapted from Netflix's online drama of the same name. The original work has a general reputation, so the game has not been extended too much in the plot, and it is not very attractive to Netflix users. So far, this game has only 13 user comments on Steam.

The tepid Kate also conspired to fly her own "thunder and little rain" in the game field. Although recruiting people, authorizing the development and building the platform in one go, it seems that Netflix has made big moves in the game every month, and so far it has not been able to produce convincing explosive works. On the contrary, Disney's IP adaptation games emerge one after another. The most recent example is the Marvel comic "Guardians of the Galaxy" shown by Steam some time ago.

Facing Disney's pressure, Netflix didn't do nothing. At the end of September, Netflix bought a game studio-night school studio for the first time. For Netflix, which doesn't have its own game genes, this acquisition is also regarded by the outside world as another clear signal of its large-scale entry into the game field. However, this small team, which is famous for its indie game "Oxenfree", seems to be insufficient to support the development of many top streaming IPs owned by Netflix. Therefore, public opinion generally believes that Netflix will continue to increase its efforts to acquire more 3A studios.

This platform is just the beginning, and Netflix still needs to accelerate.

Unfortunately, Netflix still chose a more conservative acquisition method.

At the end of 10, Netflix executives clearly stated in the earnings conference call: "The acquisition depends on the timing, so don't expect (Netflix) to continue its crazy acquisition." At the same time, the executive also said that the night school studio is developing a sequel to Oxenfree, which will be released on multiple platforms in 2022. This also seems to imply that Netflix does not regard the night school studio as an accelerator for its IP gamification.

Interestingly, just after this meeting, Netflix's share price ushered in a wave of rise, and its market value exceeded $300 billion for the first time. What pushed Netflix's market value to a record high is obviously not the cautious remarks of executives, but another "game" business of Netflix-Squid Game.

The worldwide popularity of Squid Game once made Netflix executives say "I didn't expect it", but what they didn't expect was that before the official IP game was made, all kinds of "cottage" games adapted from Squid Game had quickly spread to various lists, from Steam to App Store and even Roblox.

Facing the potential market demand reflected by this grand occasion, Netflix chose another way to help fans release their enthusiasm. 10 In mid-June, Netflix announced its cooperation with Wal-Mart to open a dedicated Netflix Hub on the latter's website to sell the peripheral products of popular programs and dramas such as Strange Tales from a Lonely Studio and Squid Game.

The evaluation of "too slow" also applies to Netflix Olympics. After the test began at the end of August, many foreign media said that "this is not what we expected". Until now, Netflix, which only supports Android and has five games, is far from being a very competitive game platform.

Making a relatively rough fake squid game can also kill the list. It turns out that whether there are game genes is not the key to success. For Netflix, which wants to fully tap the potential of IP, perhaps acquisition, technology and even platform are not important. Whether the game business can succeed or not, the most important thing may be faster speed and more actions.