"VR 2014" who can make virtual reality minecraft?

Source: Internet
Author: User
Keywords Virtual reality making who can
Tags .mall app store application can make company content developer developers
Absrtact: The Minecraft, which was acquired by Microsoft in the previous period, was made by Mojang, a foreign independent developer, and has maintained a strong profit momentum after the sale. It is said that as of the end of 2013, has made a profit of 326 million U.S. dollars, only 2013 years to account for 128 million U.S. dollars. 2010 is

.

The Minecraft, which was acquired by Microsoft a while ago, was made by Mojang, a foreign independent developer, and has maintained a strong profit momentum since its release. It is said that as of the end of 2013, has made a profit of 326 million U.S. dollars, only 2013 years to account for 128 million U.S. dollars.

The supercell company, which was founded in 2010, has only three games, Hay Day (Cartoon farm), Clash of Clans (tribal war), and Boom Beach, which was released in 2013. But in November 2012, Supercell, the only two games, had become the most-paid game distributor in the App Store, with a company that had a daily revenue of more than 2.5 million dollars.

The internet and mobile internet have created these myths.

It is estimated that many people think of virtual reality at the first time. For a decade, virtual reality equipment represented by Oculus Rift is likely to become the next generation computing platform. Startups still have a chance to replicate such success, what kind of company can be the next supercell, and what kind of team has the opportunity to make the next Minecraft. I am curious, now in the virtual reality development of the TVR team, in fact, is also thinking about these issues.

TVR's full name is time of Vitual Reality, the team has 7 people, of whom 6 are graduate students of Peking University, developed the "reappearance of Sino" game, in the domestic virtual reality circle is also a small celebrity.

People outside the circle know about them, and many of them are probably because of interstellar crossing. They did not have anything to do with Nolan's 169-minute film. As a proponent of virtual reality, Nolan has also personally fenced in and led a British company, FRAMESTOREVR, to perform a 4-minute virtual space experience demo, with Thinkingbox's active seating, allowing users to experience space trips on the ground. Creative is good, but how to install, deploy the whole experience equipment, can worry about the bad for the Hong Kong Warner Brothers. By chance, they saw the "reappearance of Sino" in the Central TV Tower, the demo, finalized the cooperation with TVR, they are responsible for the installation in China, deployment.

The story is about here, and then they and the "Star Trek" of this footage, estimated TVR team of children's shoes will hit me. However, I would like to start from the "Star Trek", Talk about VR today and TVR tomorrow.

VR today: Too many hardware platforms, the content must not be enough

Facebook's 2 billion dollar takeover of Oculus, virtual reality is hot: Google, Apple, Samsung, Microsoft, Intel Layout virtual reality, release or will be its own virtual reality equipment, domestic helmet manufacturers have sprung up. In the words of entrepreneurs, the virtual reality hardware platform is too many, the number does not come over, the content is not enough. However, even so, there are people scrambling to do virtual reality helmet to take a chance, several also got the financing.

It is said that the second half of this year, Oculus Rift consumer version will be shipped, shipments are likely to reach 1.5 million, will be successful education users, or will completely seize the market, hardware manufacturers are quite uncertain. But for many teams, they are not worried at all, and TVR is one of those teams. At present, there are dozens of manufacturers are doing hardware research and development, really made, the next 2-3 years will be a huge increase in users, content and application, the time is certainly a treasure, do not, and Oculus in, you know, in the 2014 Oculus Connect conference, Even the officials come out and say that what is missing is quality content.

Now the virtual reality is kinda like 2009 years or so mobile Internet. IPhone, Android phones are out, but the application is missing. Both the Apple Store and the Android App Store offer huge support for early applications. Ink weather, the Chinese calendar is the period of growth of the application. The difference is that the most important application of the virtual reality represented by Oculus Rift is probably still in the game. The game's ability to become strong, an evergreen game to keep a team story is not surprising. Oculus users are estimated to be hardcore gamers, and the willingness to pay for good games is estimated to be no worse than PS4, Xbox one.

TVR to this matter to also quite understand, "if we all do platform, that platform content who to do?" What do we play on the platform? Our idea is to make a good content first and then make this content a possible platform. When it is promoted, what can be said later. In fact, now the hot steam platform, initially just a small software, used to "CS" to do online updates, upgrades, and slowly have more content, now become a comprehensive platform.

TVR tomorrow is also a day for countless VR developers.

Although the content of the king, high-quality content will have the opportunity, but the virtual reality in the early days, TVR in the domestic content in fact the pressure is quite large.

First of all, copyright. In China, the concept of copyright is weak, page tour, end of the tour, hand tour, the domestic basically does not have a live independent game. Good ideas as long as they come out, can be imitated, homogenization, the value of the creative itself is lowered, to a large extent, to rely on the platform. For such considerations, the beginning of TVR on the combination of Chinese game development of the actual situation, the "reappearance of Sino" made a network game.

Even so, leave TVR time window is also very limited, when virtual reality industry real outbreak, domestic mature network game giant admission, minutes can make a and you the same product. So now TVR is actively seeking financing, hoping to keep this first-hand advantage until 2016. Capital Bubbles, in the early days of virtual reality, favored platform products investors, to the content of the team money is also very cautious, after all, small team's first advantage is really not obvious.

Now TVR's "reappearance of Sino" can only be regarded as a demo, the interior part has been more exquisite, but the outdoor naval warfare part is relatively rough, in the further improvement. There are a lot of work to do here. If you get a raise, you'll definitely recruit and expand the team to 14 people.

TVR's immediate difficulties are expected to be met by VR developers. But the big crowd, the fear of investors, does not necessarily mean the death penalty for the startup developers. Let's make a simple estimate, Oculus next year's shipments can reach 1.5 million, the domestic sales of other glasses to 1 million. In order to be able to ensure the enthusiasm of the developers, the platform will certainly not object to the developers of the application fees, to an application of 10 dollar price calculation, as long as the product can be recognized by users, the income is actually quite impressive. A game to feed a team is nothing new, in the "Monument Valley" before how many people know ustwo? Who's next, we don't know yet, but now the developers of action have a chance.

The French Lumiere brothers played the "Train Stop" for the first time in a video show machine of his own invention, the Big Café in Paris, December 28, 1895. According to today's point of view, is a true demo, only 50 seconds, black-and-White, the plot is super simple. Empty Ciotat station, a porter wheeled luggage appeared on the platform; in the upper-right background, a black spot slowly becomes a train to the audience as time goes by, and the train slows down, the head pulls out of the picture, and the body slowly stops. The entire "cinema" audience was terrified and ran out of panic. But history remembers this picture.

December 2009, iOS mobile phone, "Angry Birds" released. Combined with the way the touchscreen itself operates and inputs, people are aware of what smartphones can play. Although the game has been largely no longer on your My phone, the developers at the end of 2014 to lay off 130 people, but the business community remembers its 2011-year revenue over 100 million dollars.

There will surely be another such moment.




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