After the new 'Warzone' mode was released, its popularity skyrocketed.
Before this, many players didn't have much expectation for this new mode.
But after actually trying it out, they immediately felt the fun in it.
It even directly boosted the sales of "Call of Duty: Modern Warfare".
Because the 'Warzone' mode is free.
And there are still many players who haven't bought "Call of Duty: Modern Warfare".
There are quite a few players in this group actually.
Commonly known as the "wait and see" crowd.
Of course, for the "wait and see" crowd, it's not always because they're short on money.
For them, it's more like an attitude toward playing games.
Or maybe they don't have much time to play games, but they've bought so many games that they can't play them all, so they just play the ones they've already bought little by little, and then wait for discounts to buy the ones they're interested in.
Then they repeat the cycle and become a so-called "wait and see" player.
But now it's different, the 'Warzone' game mode is free.
Plus, it's very popular right now, so many of the so-called "wait and see" players have also chosen to download and try it out.
And this experience instantly became a problem.
The previous fast-paced FPS games were obviously inferior to "Call of Duty: Modern Warfare".
And it's not just that "Call of Duty: Modern Warfare" has better graphics on the new generation CosmosVR platform.
Including ordinary VR platforms, the graphics can be said to be equally excellent.
It naturally uses the VR game pod's capabilities to load the external interface of the spawn point map in real time.
So many players who enter the game immediately feel its unique visual impact.
Coupled with various modern vehicles and weapons, Claymore mines, RPGs, cluster bombs, precision airstrikes, UAVs, and so on, many players who hadn't played "Call of Duty: Modern Warfare" before couldn't help but feel eager to try it.
Now that 'Warzone' is already so fun, the story mode seems to have even more awesome large-scale scenes.
Many players who had played 'Warzone' looked at the game in front of them and finally couldn't help but take out their wallets and buy "Call of Duty: Modern Warfare".
This made many players feel emotional.
............
As for "Storm Operation", which was released after 'Modern Warfare', it was simply a huge tragedy.
Whether in China or overseas, the popularity of "Storm Operation" was completely overshadowed by "Call of Duty: Modern Warfare".
Atari was completely dumbfounded by this.
Wasn't it just because "Call of Duty: Modern Warfare" was too strong?
And the reason they made this decision was because they felt that players didn't think highly of this new mode?
You said you weren't interested?
But after it was released, the players who played the most enthusiastically and praised it the most were you guys.
Can there still be any trust between players and game companies?
Atari was about to break down.
As for sales, it's not so bad that it's embarrassing.
After all, it was released on the zeus platform, and the quality itself wasn't that bad.
You have to know that Atari's investment in "Storm Operation" was really considerable.
As a well-known IP, buying the IP alone cost a lot of money, and then there was the production cost. As a game for the new generation Zeus platform, it can be said that the development of "Storm Operation" was even higher than that of current top 3A games.
Secondly, there was the promotion aspect. In the early days, "Storm Operation" was constantly competing with "Call of Duty: Modern Warfare", and that was all real money.
Later, they wanted to avoid the limelight and hide from the popularity, hoping to cut their losses in time.
It seems that this time is no different from the beginning. Avoiding it for a month was like avoiding it for nothing.
As for Howard Warcha, although the project failed, and he had to take the blame whether he wanted to or not, after all, there was nothing wrong with the Storm Operation IP, and Atari itself certainly had no problems, and of course, even if there were problems, there were no problems.
So who is ultimately responsible?
However, the only thing that gave Howard Warcha a little comfort was that this time, with the release of "Storm Operation", there were people in the marketing department who had to take the blame along with him, and the other party's blame was even bigger.
After all, who told you to come to the conclusion that 'Warzone' was not a threat? This blame might not have been yours originally, but now it's definitely yours, no way out.
............
As for Lucas, he had long stopped caring about the situation of "Storm Operation".
After all, "Call of Duty: Modern Warfare" had already sold very well.
Whether "Storm Operation" lived or died had nothing to do with him.
The release of 'Warzone' was nothing more than giving players a newer mode.
And increasing a profit point, after all, compared to the ordinary fast mode, the battle royale mode, which is slightly slower and more entertaining, is actually very easy to make money from.
The acquisition of several game studios before has basically come to an end.
The industry has paid some attention, but currently most of the attention has been drawn to 'Warzone'.
After all, this brand new mode has amazed game industry designers, especially those in the FPS field.
They are all studying and analyzing whether this new mode can be applied to traditional FPS games.
Whether the popularity of the 'Warzone' mode is a victory for this gameplay, or a victory for the modern warfare and large map gameplay of "Call of Duty: Modern Warfare", all of this needs to be analyzed.
Of course, these are the more rational game designers. There are also some game companies that don't care so much.
Don't worry about anything, just make a large-scale team or solo elimination game to the last one, and ride the wave of popularity first.
Lucas didn't bother to pay attention to these game companies.
Blindly making battle royale games without a clear positioning will only lead to a dead end.
In the four years since the birth of battle royale in his past life, EA's Battlefield, Ubisoft's new IP Hyper Scape, and even Valve's Counter-Strike have all tried to launch battle royale modes, but they all failed in the end.
Lucas didn't take this to heart at all.
Now his focus is mainly on preparing for the next new project.
Inside Nebula Games' project team.
The entire floor is filled with CosmosVR development machines used for development.
Lucas, Hector, Rachel, and a group of Nebula Games' core development team members.
Watching a demonstration on the large screen in front of them.
This is a simple DEMO used for demonstration.
A train on the rails moved forward with thick smoke, and masked bandits jumped onto the train behind it.
Horses ran across the wilderness, and trams appeared in the cities that had entered the modern era.
(End of this chapter)
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