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There are only a few kinds of game operations, such as independent generation, combined transportation, and self-developed and self-promoted;
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I think operators develop more by themselves, because they can get more rights to protect their own interests, just like the landlord said, if it is developed by the developer, it will generally only be sold to the operator for exclusive use rights, and the developer owns the copyright that is, the ownership, when the operator has a dispute with the player because of the game, because the operator is not the owner of the game, so many problems are not easy to deal with, such as who is the ownership of virtual property? Because the operator is not the owner, it is difficult to have a legal basis for saying that the equipment is his. If the game itself is developed by the operator, so the developer has the ownership of the game, so when there is a dispute with the player, it can be said that the game equipment is originally an item designed in the game and is attached to the game, so the equipment is also a part of the game, so the ownership of the equipment belongs to the operator.
The player cannot fully exercise the power to dispose of his equipment (one of the characteristics of ownership), and can only let it be lost but not destroyed, because the equipment can only exist in the game, not in reality, and even if it is lost or stolen, it still exists in the game. This is a very beneficial reason for the operator. So I think that online games are developed by the operators themselves a lot.
Of course, even if the ownership of the game belongs to the operator, the legal basis for the player's ownership of the virtual property can still be found, and here it is only from the operator's point of view.
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Look at the cooperation model to determine the sharing ratio, your problem is too simple. You're talking about online games, right? Who is out of the server?
Who's out of customer service? Who is responsible for billing? Who is responsible for promotion?
Different conditions will cause you to have different proportions of share. Whoever pays more will get more.
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Hehe, this is a secret of a commercial company, do you think someone will tell you? If you have to know, you should check to see if there are any relatives or friends you know. I hope you will adopt it!
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I'll use World of Warcraft to illustrate.
That's what the developers made this game. For example, the developer of World of Warcraft is Blizzard Entertainment Company, and the operator is the operator, **The operator of this game and the World of Warcraft is the ninth city, and the channel provider is to sell cards and promote, and Xiangjun.com is the channel provider to promote the World of Warcraft.
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The entire industry chain of online games mainly consists of four parts: online game developers are responsible for developing games; ICP operators, providers of online gaming services; The underlying telecom operator, the provider of hardware and bandwidth, may also be responsible for a portion of the sales; The publisher of the game, the publisher of the game, is responsible for "promoting" and "collecting money"[2]. There may be merchants who can play multiple roles at the same time, such as Shanda Network, which is both an online game developer and an ICP operator; China Telecom is a basic telecom operator, and its subsidiaries are also involved in ICP operations or game development, such as Sichuan Tianfu**[3].
The integration of roles is beneficial for service delivery, but it also increases the difficulty of supervision.
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This is about copyright, let's see if the other party is willing to sell copyright, right?
Nowadays, many games are developed and run by themselves!
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It's like renting a house, renting it to someone else, and coming according to the agreement.
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The development company and the production company are all making games, the distribution company is the owner of the production and development company, and the ** company is the company that operates the game, just like I lend you this game, you operate it and I authorize it, and we will divide the money you get.
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The developer is nothing but the game maker.
It's to let it run on the network.
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Please refer to the details for details.
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This depends on how big your project is, in other words, how many people are needed to do it to ensure completion, if you only count the development, the program and art are hard costs (provided that you know how to plan and make them deliver the things they are satisfied with on time), and in these hard costs, you also need to calculate how many things each of them has to do, and how long it will take to complete these things. So it's impossible to simply ask how much it costs to develop a game. The size of the project is different and cannot be constant.