Chereads / We will start by healing the player / Chapter 133 - C133: Overseas Promotion

Chapter 133 - C133: Overseas Promotion

For most games, especially single-player titles, their peak popularity typically occurs during the first and second weeks after release. Following this, interest generally waned, particularly for games that received heavy promotion early on. This trend is considered normal in the gaming industry.

For many players, a single playthrough of a standalone game is sufficient. Once the story is fully experienced, the desire for a second playthrough diminishes, unless the gameplay mechanics themselves offer significant replay value. Even then, replaying is often limited to players interested in collecting achievements or exploring hidden content.

Additionally, game publishers usually scale back promotional efforts after the initial launch period, further contributing to the decline in a game's popularity.

However, Dark Souls defied this pattern entirely. Its popularity continues to rise steadily. As more players complete the game and engage with its intricate details, its ratings have soared—from an initial score of 8.3 to an impressive 9.0. There's even potential for further growth.

This phenomenon has left many in the gaming industry astonished.

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"Why is Dark Souls gaining so much acclaim over time? It's baffling!"

"The initial ratings for Dark Souls were clearly underestimated. Now we're seeing a rebound, but what puzzles me the most is how its popularity continues to grow even after nearly a month!"

"Exactly! Both video-sharing platforms and live-streaming sites are dominated by Dark Souls content!"

"Chen Xu's Neon Game must be doing some serious magic!"

"Still, if you look at third-party sales statistics, the game's numbers don't seem to match its overwhelming popularity. First-month sales are estimated at 4 million—great, but not mind-blowing."

"That's because Dark Souls is a slow burn. Sales of 4 million in the first month for a major title are solid. With upcoming discounts, it's bound to hit the 10-million club eventually."

"I feel like the design of Dark Souls is a complete departure from traditional formulas. Why is it working so well?"

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The game's runaway success has sparked heated discussions in the industry. Game developers and designers are now meticulously analyzing Dark Souls to understand what made it a cultural phenomenon.

Initially, many assumed that Chen Xu had overarched with his design choices. The lack of a minimap, punishing difficulty, and severe death penalties drew heavy criticism from players in the early days. Yet these very features, once deemed flaws, have somehow become the game's greatest strengths over time.

This apparent contradiction has left game designers bewildered.

The release of Dark Souls has not only challenged conventional wisdom but also upended long-held design principles. Many professionals, watching its popularity explode, find themselves questioning their understanding of game design altogether.

Those who were quick to dismiss Dark Souls or attempted to cash in on its perceived shortcomings now find themselves at a loss. Its word-of-mouth acclaim has grown into a tidal wave, leaving skeptics and imitators alike scrambling to understand its enduring appeal.

It seems Dark Souls has done more than captivate players—it has reshaped the ARPG gaming landscape itself.

In Falcon Entertainment, Li Xiang felt that his blood pressure was a little high these days, and in a fit of giddiness, there seemed to be stars in front of him.

Li Xiang thought about it a lot, but he didn't expect that a game whose online reputation didn't seem to be good could actually be flipped without changing the content of the game itself.

The game is fine. the problem lies with the players, who have to adapt to the game.

This is a joke often made by many game designers.

Typically, senior practitioners don't write letters of complaint.

But Li Xiang never expected that the game Dark Souls would actually fit somewhat with this saying.

The more critical point is that the popularity of Dark Souls has not cooled down at all.

Now, they are facing an even more embarrassing situation.

Are they still not releasing the new game?

The situation must withstand the success of Dark Souls, and behind them, two major VR threats from Tenghua and NetDragon loom.

If they don't, the promotional preheating will have to be re-adjusted.

Inside the office, as Li Xiang looked at his subordinates, who were waiting for his decision, he fell silent for a moment. Then, he found a way to move forward.

"I think there is still room for improvement in the game's plot and gameplay settings. To provide players with a better experience, I believe we should consider delaying the release. After all, no one remembers the mediocre games that were released on schedule. Delays are there to present players with a game that better aligns with their expectations—it's all for the players!"

As he looked at his team, Li Xiang recalled what Chen Xu had said at the gameplay exhibition, and he repeated the words perfectly.

Not to mention, this phrase was actually quite effective.

Why delay?

It's not because of fears that competitor sales will submerge us. It's all for the players and their enjoyment!

Just like Li Xiang, a large wave of games previously promoted have also chosen to delay their releases.

Of course, there are one or two games still sticking to the original plan.

But they are not RPG games.

Chen Xu didn't pay much attention to the impact of Dark Souls on the industry.

At this moment, he was more concerned about the overseas version of Dark Souls.

Although many games from Neon Games have represented the company well, the main focus is still on Dark Souls.

The translation process involves multiple languages, but the dubbing is only adapted for English. Approval materials for various countries, online channel promotions, and operations are all progressing smoothly. The target software seems quite optimistic about the performance of Dark Souls overseas.

After the game passed review, the promotional video for Dark Souls also began to be released in various countries.

The main publicity methods are primarily trailers and live videos.

Although the momentum is not large, domestic gamers are still obviously concerned. Soon, news spread in the industry.

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"Have you heard? Dark Souls is going to be released overseas!"

"Is it real or fake?"

"You can check several well-known overseas game communities and forums. There are advertisements related to Dark Souls."

"Actually, it's expected, right? After all, it's so popular in China, and it's a fantasy game with western setting in itself."

"Not a surprise. In fact, the independent games developed by Neon Games before didn't do too bad overseas, especially Braveheart: World War, which is based on western theme."

"Yeah, it's just that Neon's games mainly target China. But can Dark Souls become popular abroad?"

"Who can say? But I think there's a relatively high chance, mainly because there don't seem to be many competitive masterpieces in the overseas market right now."

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Domestic official blogs and game community forums have many players discussing it as well.

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"I heard Dark Souls is going to launch an overseas version!"

"The overseas version is the overseas version. it has nothing to do with us."

"I wonder if the overseas server will be available in the future. I want to invade foreigners a little."

"Isn't that bullying? But please, bring me along!"

"Take it down one by one! Look at your pathetic playtime. You haven't been on in a week and still think about fighting foreigners. Don't get abused when the time comes."

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While domestic players are actively discussing it, overseas promotion from the target software has also begun to pay off.

Due to a limited promotional budget, large-scale advertising remains difficult. Therefore, the target software adopts a common and direct method in the game industry: media pre-assessments.

In China, Chen Xu did not involve any media evaluations. The media had the same amount of time as players to access it. However, due to the unique attributes of Dark Souls, some large-scale domestic media were hesitant to speak up initially. Smaller media outlets commented on the first day, but their assessments lacked depth, offering no real substance. When players later fully understood Dark Souls, many deleted their previous comments, whether positive or negative.

Some of the more authoritative large media outlets, who pay attention to reputation, waited until they understood the game before commenting. Most players who followed the game also had a clearer understanding by then, so these comments were largely supplementary.

Overseas, considering Dark Souls's quality and the need to attract players quickly, media ratings were obviously the fastest and most cost-effective method.

On the eve of Dark Souls's overseas launch, GameSpot, a well-known media outlet, gave the game a rating of 9.5.

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"This is a magic-themed ARPG from a Chinese gaming company across the ocean."

"Before commenting on the game, I want to express my shock at the unique map design, combat system, and gameplay ideas. It clearly opens up a new path for future ARPG games."

"We can boldly predict that the gameplay of Dark Souls is likely to become a unique sub-genre in the ARPG field."

"Incredibly hardcore, yet both painful and satisfying, death becomes a companion throughout the game."

"Unlike previous ARPGs that presented a thrilling, gripping story, Dark Souls wraps its satisfaction in layers of pain."

"If you want to savor it, you must fight repeatedly, grow braver, and ultimately surpass yourself, which provides a sense of achievement and satisfaction unlike anything before. It's a bold attempt that could have easily failed, but succeeded."

"The game is so captivating, with perfect level and boss design. It's not difficult but reasonable. Every time you conquer a boss or pass a map, it feels like solving a puzzle. Each victory leaves you with a thrilling sense of triumph."

"Additionally, there are numerous NPC storylines in the game, but no clear guidelines. Players have to dig for them, and some may even kill these NPCs, leading to a disjointed storyline in the first week."

"The game's art style and map design are even more fascinating. For example, the Lothric Wall provides multiple routes, guiding players through every corner of the map."

"The placement of enemies and their patrol routes are meticulously planned. Following certain paths often leads back to previously visited areas, offering a different experience."

"Finally, the variety of weapons enriches the combat system, ensuring it never becomes monotonous."

Rated 9.5.

Review suggestion: If you can accept and endure the pain, Dark Souls is definitely worth experiencing.

After GameSpot gave a high score, other well-known overseas media outlets followed with similar high ratings.