Wen / Jiangjiang
Source: bad comments
Because it only entered China in 14 years and is not very popular, this game is somewhat new to our domestic players.
But in fact, compared with the big IPS such as world of Warcraft and call of duty under Activision Blizzard, it's hard to say that you have been able to play this Xiaole mobile game, regardless of whether you are the world's first MMORPG or North American CF.
How popular is this game?
The "legend store" has topped the list for 19 consecutive quarters.
Take the first quarter financial report recently released by Activision Blizzard as an example.
Among them, Blizzard's revenue was US $274 million, and the revenue of mobile TV was US $453 million. The main game is king, a subsidiary of the candy legend series, with a revenue of $682 million.
Therefore, in terms of revenue, we need Blizzard + activism to be in the right place with Xiaole mobile games.
And because this game is deeply loved by middle-aged and elderly people.
Many reddit brothers will also go to crazy race mom and show their mom's "candy legend" rating.
All kinds of stem pictures are also full.
However, it is such a popular three elimination game all over the world, but it has not tasted much sweetness in China and has encountered some acclimatization.
However, the suspension of the national service of "candy fun" does not mean that such three consumer games are not popular in China.
But with similar playing methods, such as "happy Xiaole", "everyday love elimination" and other domestic Xiaole have become more and more prominent.
For example, happy Xiaole has been launched for eight years, and there are still about 100 million monthly lives so far. And now that Xiaofa is writing, some colleagues are secretly playing the three elimination game and fishing under everyone's eyes.
In addition, maybe the same world, the same mother, like the mothers of reddit's old friends, the mothers of most colleagues in the editorial department are also deeply attracted by the crazy attraction of similar three elimination games.
Xiaofa's mother even often plays xiaoxiaole under the quilt and is found in the early morning... It can only be said that human beings cannot live without the three elimination game, just as the West cannot live without Jerusalem.
But in fact, the addictive Sanxiao game is not a new type of game that has emerged in recent years.
At first, it was not what it is now.
Because since its birth, it has secretly evolved for 20 or 30 years.
Just looking at age, it is not too much to call it a living fossil in the field of video games.
The story goes back to the game Tetris designed by Soviet engineers in 1984.
I won't say much about this game. As one of the greatest video games in the world, he has the title of "eliminating the ancestor of the game".
With the playing mechanism of Tetris, all kinds of magic modified Tetris came out not long ago.
In 1989, a game called columns came out. It gives different colors to each square of Tetris.
Other playing methods and operations are similar to Tetris, but three of the same color need to be connected before they can be eliminated.
The concept of "three elimination" finally appeared in video games.
A few years later, Shariki, the real old gun in Sanxiao game industry, was born.
Seeing the following interface, the game playing method should not be introduced more by Xiaofa. The real three consumer lovers should have been drawing the screen.
It can be said that in terms of core playing method and operation, it is no different from the three elimination games on the market.
But as the saying goes, one step ahead is the pioneer, and two steps ahead is the martyr.
Although Shariki has a wide influence in the game industry, it is not Shariki that finally pushed the Sanxiao game to the world.
It's the baokai company founded in 2001. Yes, it's the baokai company that later integrated Zuma and plants against zombies.
At that time, baokai planned to carry out micro innovation on Shariki's game, plus the special effect of eliminating explosion.
But because they all have the same shape, they are even more dazzling with special effects.
They had an idea and replaced monotonous circles with gemstones of different shapes and colors.
"Gem maze" this epoch-making three elimination game was born.
Although in the early stage, "gem maze" was almost sold to Microsoft by baokai for $50000.
But fortunately, Microsoft did not know the goods and refused the deal. Finally, in about ten years, the gem maze series easily sold more than 50 million copies.
"Gem maze" also caught up with the era of smart phones. Around 2007, it became the first batch of products that can be found in Apple Games downloaded from the app store.
A few years later, the download volume of the whole network will easily exceed 100 million.
Interestingly, in 2011, just after Microsoft rejected an order of $50000, EA spent $1.3 billion on baokai.
"Gem maze" has also been successfully selected into the world video game hall of fame, which is called "gone with the wind" in the video game industry
In the post "gem maze" era, Xiaofa took over the stick of the three elimination game by mentioning "candy legend", "happy elimination", "love elimination every day" and so on.
They add all kinds of adventure, decryption, collection, role-playing and other elements, and the three elimination games with simple rules are instantly playable.
In addition, the game flow of each level of them is very short. They can start a game at any time and pause at any time.
Therefore, squatting in the toilet and taking a bus can play anytime, anywhere, and the fragmented time can be well used.
In addition, in krypton gold, compared with some games that always have to rush 648, the payment threshold of these three consumer games is lower.
There's really no way to pass. It usually takes less than 30 yuan to buy a prop and some steps. (these games are thousands of levels)
In general, these three consumer games are easy to play, addictive, low payment threshold and can be opened anytime, anywhere. Huge users and countless tickets flock to them.
Oppo also published an interesting data, saying that in happy Xiaole, players over the age of 30 account for the majority.
Moreover, the recharge amount after 60 is actually three times that after 00.
Of course, these data do not mean that the three elimination games are only suitable for middle-aged and elderly people.
Xiaofa thinks it shows that the middle-aged and elderly people also have the need to play games. The fun and low threshold of Sanxiao games just meet them.
Another digression, after the national costume of "candy fun" of Activision Blizzard was closed.
It is a group of hearthstone players who are reluctant to give up it.
Because Activision Blizzard promoted "candy fun" and hearthstone.
The content is probably that you can get 6 gold card bags after passing the 15 levels of candy fun.
Because the rewards are really rich and the duration of linkage activities is not long, hearthstone players who are afraid of missing will directly send candy fun to the top of many app stores on the same day.
There are still some people who went into the pit with candy because of the activity of hearthstone.
He also muttered "silly words" such as "playing with hearthstone is like fun. I really have to play with candy fun".
This time, when the candy colorful national costume was closed, this group of people were blown out and recalled their youth.
This may be the charm of Sanxiao game.
In addition to the three elimination games mentioned above, there are actually many "three elimination +" games on the market.
For example, the combination of three elimination and dressing.
Some combine the three elimination with doomsday survival.
There are three elimination + text adventure....
As a living fossil of the video game industry, consumer games are now taking root and spreading, with children and grandchildren everywhere.
In the future, I will not be surprised if there are strange things like Sanxiao + MoBa and Sanxiao + FPS.
I hope we can cut off more thorns and eliminate more thorns in the end.
Of course, it would be better if three typos could be automatically eliminated in writing an article.