Watching the traffic and users that should have belonged to him flow into the pirated Kaixin001 daily, like meat being carved by a blunt knife, this was even more unbearable than killing Cheng Binghao.
He was certain that Chen Pingjiang was behind the pirated Kaixin001, but he had no evidence.
It's important to know that the current Kaixin001 was not the once glorious Kaixin001 of its previous life.
Its position had been replaced by Renren.com.
In terms of market share alone, out of nearly 300 million internet users in China, Renren.com accounted for almost half, 35% belonged to Xiaonei.com, and the remaining 15% was his Kaixin001's.
However, Chen Pingjiang had already arrayed his forces, preparing to bombard Kaixin001.
Cheng Binghao exchanged opinions with Tencent, but Xiao Mage could not help much and only suggested trying to settle it with some money.
He called Chen Pingjiang again, but Chen Pingjiang still maintained the same tone.
"I don't know, I can't help, I don't know who did it."
The three denials.
Once the sword is drawn, there is no possibility of sheathing it.
In this regard, Yahoo is the best example.
As early as 1998, Yahoo was already a very successful company.
Faced with the algorithm developed by Google, it only cost 1 million USD at the time, but Yahoo rejected it.
This algorithm was not considered practical in Yahoo's eyes back then.
After four points, Yahoo, past its peak, again proposed an acquisition, but Google was already asking for 5 billion USD.
In 2006, Yahoo could have acquired Facebook for 1 billion USD, but it arbitrarily lowered the price due to rumors, and the agreement was ultimately torn up.
In 2008, Microsoft wanted to acquire Yahoo for 40 billion USD, but it was rejected internally by Yahoo.
By 2016, when Yahoo was sold, it was only valued at 6 billion USD.
Besides this.
Why does Baidu fail to achieve anything no matter what project it undertakes?
Why does Huawei succeed in everything it does?
All these made Chen Pingjiang begin to ponder deeply.
Some things are not guaranteed to go smoothly just by having a cheat or a full map; you can be one step ahead of your competitors, but ultimately, development still depends on the company itself.
......
In July, two third-party mini-games embedded in Facebook, "Virtual Farm" and "Parking Wars," were launched simultaneously.
After their launch, both games received astonishing user feedback.
Currently, Zynga is still a dominant force, occupying the top six positions in the top ten Facebook social game rankings.
These were Texas Hold'em Poker, Cafe World, Mafia Wars, FrontierVille, PetVille, and Treasure Isle.
Among them, Texas Hold'em Poker, Cafe World, Mafia Wars, and FrontierVille achieved a monthly active user growth of over 10 million, specifically increasing by 11.8 million, 13.8 million, 12.77 million, and 10.51 million respectively.
But they soon couldn't smile anymore.
In just one month.
The two games from Renren.com's North American game studio, Alpha, dominated the #1 and #2 spots, pushing Texas Hold'em Poker and Cafe World down.
Suddenly, people all over the world were "stealing vegetables," and this craze was surprisingly no less intense than in China.
"Yes, our idea at the time was very simple: since 'stealing vegetables' was so popular in China and loved by so many people, why not try going overseas? So, in May, we established an independent game studio, Alpha, in North America and uploaded a modified version of China's 'Renren Farm' to Facebook."
"The overseas version of 'stealing vegetables' is called 'Virtual Farm'. We were a bit apprehensive at the time, thinking that foreigners might not necessarily like planting and stealing vegetables, but it later proved that our worries were unnecessary.
The next day, when our North American colleagues woke up, the game already had 18,000 active players, and by the end of that day, it had grown to 40,000. What's even more astonishing is that the game attracted 1.5 million players in just five days.
Although this was not the first farm simulation game in the foreign game market, this summer, we clearly reached a wider audience than many other games."
"For a long time, China has been flooded with various foreign games. This experience also shows that Chinese people can create a game loved by the whole world. 'Games going overseas' is the top priority for our next step."
Chen Pingjiang spoke eloquently in front of the camera when interviewed by CCTV's "Half-Hour Economy."
This was the first time the keyword "games going overseas" was mentioned in China.
Immediately, media outlets, big and small, across the country rushed to report on this grand event.
Although China's economy made significant progress in 2008, national self-confidence was not yet strong, and many public intellectuals in society would constantly praise how good foreign countries were and how high their welfare was.
Even foreign air was sweet.
Here, one cannot but mention the four great classics: "Reader," "Yilin," "Zhiyin," and "Youth Digest."
In their writings, German sewers were incredibly amazing, and Japanese craftsmanship was incredibly remarkable.
The results proved one was fake, and the other was falsified.
The emotions of the entire nation needed an outlet.
And the explosive popularity of "stealing vegetables" abroad became precisely this outlet.
"Damn it, those big game companies in China only know how to introduce foreign games, and the games they make only know how to fleece money. Look at Chen Pingjiang, he's making money abroad."
"Tencent, Shanda, and Nine City grumbled and exited the group chat."
"Chinese game companies: Seeing him make money feels worse than losing money myself."
"Boss Chen is awesome, the pride of the nation! Where are those trolls from before? Come out and fight! Didn't you say trash games aren't even played by dogs? So in your eyes, the whole world is dogs?"
"Just for this, I'll be a 'Chen fan' and 'Renren fan' for life."
"My husband is so amazing!"
"..."
Chinese netizens collectively reached a climax.
All major SNS platforms, BBS forums, and Tieba were filled with discussions on this matter.
Wherever there is discussion, there will undoubtedly be media.
Within a few days, a large number of media outlets began to "transport" enthusiastic reviews from foreign internet users about "Virtual Farm."
"Such a simple idea, and what's more, it works exceptionally well."
Chinese people love to see this!
A group of people couldn't even eat while reading the positive reviews from foreign netizens about "Virtual Farm."
"I set an alarm every day to harvest my crops..."
"Dude, that's nothing. Yesterday, I saw someone bring their laptop to a bar just to pick strawberries in time."
"CNN commented: Why is 'Virtual Farm,' which doesn't seem fun, so popular?"
"Love from Ireland – this game is fantastic. I even missed a date with my girlfriend to harvest vegetables."
"..."
And all of this reached its peak with a commendation from an official state media outlet.
"'What Makes Chinese Games Popular Overseas!'"
"'Virtual Farm' reached the top of Facebook's social game rankings within a month of its overseas launch, and global online players have exceeded 10 million. This shows that Chinese games are gaining increasing recognition and love from overseas users."
"Behind the cultural appeal of games is continuous innovation at the R&D end. Chinese game developers must not only conduct in-depth research on overseas markets and promptly discern changes in target group preferences, but also prepare to be globally oriented from the very beginning of product development, accumulate loyal users with stable product quality, and embark on a journey from single blockbuster to global IP."
The netizens' fervor and the media's praise left Chen Pingjiang a little stunned.
He might have thought this matter would have some impact on the domestic internet, but he truly didn't expect the impact to be so great.
Seeing Chen Pingjiang quietly achieve another major feat.
The University of Finance and Economics and Dongjiang Municipal Government couldn't sit still.
The University of Finance and Economics immediately listed Chen Pingjiang in the list of outstanding alumni of Dongjiang University of Finance and Economics, entering him into the school history.
Such a bold move made other universities cry "shameless!"
How could someone become an alumnus before graduating?
Unexpectedly, the University of Finance and Economics directly retorted:
"If you're jealous, just say so!"
Dongjiang then proactively approved a hundred mu of land, intending to firmly tie down Chen Pingjiang and Renren.com.
......
Chen Pingjiang was certainly not soft-hearted when it came to "reaping leeks" from abroad.
The domestic "Renren Farm" only dared to offer memberships and sell fertilizer, with almost no other paid features.
However, the overseas "Virtual Farm" had quite a few paid features.
Firstly, Alpha Studio directly sold virtual currency to players, and then gradually added more and more items and gameplay that players could purchase with virtual currency.
Of course, paid features were added little by little over time.
It cost money to buy special seeds, money to buy attractive scenes, and money to buy excavators and bulldozers.
Of course, players could slowly accumulate gold coins to buy items, but spending money allowed you to become stronger faster.
Some people are just impatient.
Well, then, just honestly spend the money.
And it was in US dollars.
This made Chen Pingjiang sigh, realizing how easy it was to earn money from foreigners.
Selling a bag of fertilizer for one yuan in China required caution, fearing player backlash.
But abroad, Chen Pingjiang dared to charge 0.5 US dollars, and even after giving Facebook 30%, he still had 0.35 US dollars left.
According to Facebook's backend data, in the first month alone after its launch, "Virtual Farm" generated 2 million US dollars in revenue, meaning Chen Pingjiang's side, after deducting marketing and promotion expenses, could receive at least 1 million US dollars.
Don't forget this was only the first month, and eventually, the game's daily active users would increase tenfold.
If revenue also increased tenfold, the single-month profit could exceed 10 million US dollars.
A few days later, more good news came from North America: Riot's "League of Legends" started its Alpha test and received positive feedback.
Chen Pingjiang assigned Tian Hongrui to take over this project, establishing a separate new company to represent "League of Legends" and introduce it to China.
Tian Hongrui attached great importance to this project.
Mainly because Chen Pingjiang's exceptionally accurate vision had been verified time and again; anything he set his sights on invariably became popular.
Hadn't the recent reports about "Virtual Farm" been creating a huge buzz in China?
This, in turn, put pressure on Tian Hongrui.
If it didn't succeed, who would be blamed?
Everyone in the company would definitely blame him!
They would only think it was due to his insufficient ability and would absolutely not doubt Chen Pingjiang's vision.
Having successively snatched DNF and "League of Legends" from Tencent, Chen Pingjiang's online game company already had the ability to compete head-to-head with Tencent, especially when considering several social games both domestically and internationally.
Chen Pingjiang's game empire was truly not weaker than other game companies, and even subtly led the pack.
(End of chapter)
