
Behind the Plummet in "The Cloud People" Online Player Count, the Lead Developer Frankly Admits Development Was Too Hard
I remember back in the days roaming the world of Chinese Paladin, always feeling that true emotions could find a home even in a virtual world.
Now, witnessing the ups and downs of life simulation games, ripples inevitably stir within me.
"InZOI" debuted last March, shining brightly like a hero just stepping out into the martial arts world.
With 87,000 players online on day one and sales hitting one million copies, it was truly riding high.

Speaking of the game itself, such a start should have written a legendary tale.
Yet yesterday's peak online count remained at only over 4,000, which is inevitably chilling.
The person in charge accepted an interview, admitting frankly, "Life simulation games are really hard to make well."
He said, "Players are testing for us," and has always felt somewhat sorry about this.

Beyond nostalgia, we have to admit that life simulation games are like cultivating inner strength.
Rushing for success often leads to going astray, and without enough polishing, it is hard to achieve greatness.
The release of the demo version was due to the game not fully meeting the expected specifications.
The company's CEO envisions building it into a long-term IP.

But looking at it calmly, the data decline curve is as steep as falling off a cliff.
If major Korean studios find it difficult, domestic peers need to proceed even more cautiously.
This sentence fully expresses the helplessness and hardship in the developers' hearts.
May successors learn from these lessons, and not let nostalgia become a tool for exploiting players.
What players await is a work of sincerity, not a reskin daring to sell on nostalgia.
This journey in the world is long; only a true heart can earn a true heart in return.






















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