Chapter 173 Confidence



At 8 p.m., the office building of Tencent in Shenzhen was brightly lit, and Tencent employees were still working hard.

Since the brain-computer interface VR project was launched, Tencent has been in talks with world-renowned game companies about business cooperation.

They hope to port some popular or classic console games to VR, provided they are highly compatible.

MOBA and real-time strategy games are not suitable for porting to VR platforms, even if they can be controlled via brain-computer interfaces.

Before obtaining the brain-computer interface VR sample, very few game companies were willing to cooperate. After obtaining the sample, almost all game companies were willing to cooperate.

Don't think that only domestic manufacturers like to rehash old ideas; foreign manufacturers do the same.

This tradition comes from Hollywood, where successful franchises can be rebooted even if they fail temporarily.

Blizzard went so far as to say that they would rework the Frozen Throne, and the so-called rework is basically a visual update.

In addition to porting major titles from foreign companies, some foreign game companies have also expressed new inspiration and will develop AAA titles specifically based on brain-computer interface VR.

The developers of the Witcher series, in particular, publicly stated after the Nobel Prize ceremony:

"Merlin's magic has given us a lot of inspiration, and we have many great ideas for the new Wizarding World."

We hope Merlin himself can communicate with us, and it would be even better if we could visit the legendary magical world.

The original Witcher sequel should have a lot of new content, and we can't wait to get started.

As the culmination of the Witcher series, The Witcher 3 sold around 30 million copies worldwide, which is an astonishing number.

However, CD Projekt Red's Cyberpunk 2077, the sequel to The Witcher 3, has been criticized by players.

Therefore, they urgently need a product to regain the trust of players, and a sequel to the Witcher series is the best choice, which can also ride on the popularity of Merlin.

The brain-computer interface VR prototype also gave them inspiration; a VR version of the Witcher sequel could be made specifically.

The main reason why previous AAA games could not be released on VR platforms was that VR controls were not compatible with the controls required for AAA games.

VR offers a higher level of immersion and realism than computer screens, but it is unfortunately limited by technological constraints.

The brain-computer interface VR technology of Kechuang Future has given game developers new hope.

As for the possibility that brain-computer interface VR products might not sell well and the sales revenue might not cover the development costs of the VR version, this is not within the scope of consideration for major companies.

Game developers capable of creating AAA titles can absorb these losses.

Moreover, the metaverse and virtual reality represent the direction of technological evolution. Brain-computer interface VR can be considered a preliminary form of the metaverse, and developing VR versions of games is also a way to build up technical reserves and train technical teams.

It's not just about economic benefits.

Just like Tencent partnering with Xiaomi to develop a brain-computer interface VR operating system, the process of reinventing the wheel allows talent to hone their skills and gain a deeper understanding of the system.

Based on user feedback, Xiaomi's MIUI system has become smoother.

Tencent's talks with foreign companies are just that—talks. Since foreign companies cannot obtain game licenses, they can only enter the Chinese market through the Steam platform.

If it weren't for the fact that almost all of these console games can't get a game license, Tencent wouldn't even want to release them on Steam for the brain-computer interface VR platform.

Although it's not up to them to decide this matter.

Considering that the brain-computer interface VR games from Kechuang Future will be released simultaneously in most countries around the world, these games will also be released on WeGame.

It remains to be seen how much of Steam's market share WeGame can capture in overseas markets.

Tencent is still not giving up on the WeGame project. The project may not develop well or be able to compete with many other gaming platforms, but Tencent cannot do without it.

In addition to importing external games, Tencent also developed its own.

Of the fifty or so projects at the time, only five eventually made it to the point of development, launch, and sales.

Chen Ran and his team's attempt to create a Chinese-style Cthulhu Souls-like game was clearly not well-received.

Even though their team spent a month working late into the night every day, the combat system they came up with failed to gain approval.

The reason is simple: the developers of Elden Ring and Sekiro agreed to collaborate and port them to the VR platform.

There's no need to create another game of this type, even if it has some Chinese Cthulhu elements. This type of game hasn't been tested by the market.

Tencent doesn't need to take risks; they just need to follow the successful experiences in the market step by step.

Li Miaomiao knew that Zheng Li was interested in this project. She had asked him about it, and at the time, Zheng Li was preparing to buy the island.

Zheng Li didn't want to use Kechuang Bio's money to invest in this project; that would attract too much attention.

Mihoyo's investment in a nuclear fusion company was already a hot topic of news, so it's no surprise that a company like Kechuang Bio, with a market value of trillions of yuan, would also be the subject of media hype if it were to divert attention from its core business and start a game company.

Zheng Li knew that someone was secretly watching Kechuang Bio.

At that time, Zheng Li was also buying islands to build a magical plant research and development base, as well as the mage tower project, which was a more important task. Without selling his shares, Zheng Li did not have any spare money to sponsor this project.

Therefore, this project by Kechuang Biotechnology did not propose a joint investment with Tencent, and thus it failed before it even got off the ground.

After other brain-computer interface VR game projects that broke through the competition were officially launched, Chen Ran's team was scattered and joined into various project groups.

This chapter is not finished, please click the next page to continue reading!

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