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首曝10天预约破200万,为什么乐元素也做起了UE5二游?
3 6 Ke· 2025-05-28 06:09
Core Insights - The launch of "Silver City" by Le Element has generated significant buzz in the gaming industry, especially as the company is primarily known for casual games targeting middle-aged users, making this shift towards a youth-oriented title unexpected [1][2] - "Silver City" has received positive initial feedback, with over 600 million views on Bilibili and more than 2 million global pre-registrations within ten days of its announcement, indicating strong market interest [5][6] Group 1: Game Development and Design - Le Element has previously ventured into the "second dimension" gaming space with titles like "Meluker" and "Idol Dream Festival," showcasing their understanding of this genre [2][17] - The game features a unique Victorian-era setting designed using Unreal Engine 5, aiming to blend realistic textures with a two-dimensional character design, which has raised questions about the compatibility of the engine with the animation style [5][10] - The development team is currently in the early stages of game design, focusing on refining gameplay based on player feedback received after the initial reveal [8][9] Group 2: Market Response and Player Engagement - The initial reveal of "Silver City" has led to a strong response from both domestic and international markets, with the promotional video achieving the highest engagement on Bilibili and significant views on IGN's YouTube channel [6][8] - The team emphasizes the importance of player feedback in shaping the game's development, with many players providing detailed critiques and suggestions, indicating a high level of engagement and investment in the game's success [6][9] Group 3: Team and Industry Positioning - Le Element's Shanghai team has grown to over 700 members, with ongoing projects, including "Silver City," which is a key focus for the company [15] - The company has a history of entering the "second dimension" gaming market early, and the core team for "Silver City" includes members with experience from successful projects in this genre [17][18] - The gaming industry is highly competitive, with the team acknowledging the pressure to deliver high-quality content and gameplay experiences to meet player expectations [13][15]
腾讯、完美世界、B站再掀“开放世界大战” 能否重振大厂二次元游戏?
Mei Ri Jing Ji Xin Wen· 2025-05-27 07:38
Group 1 - Tencent's new game "Under the Other" has started a beta test, indicating its entry into the competitive market of 2D games [1] - The Chinese 2D game market is expected to see a significant turning point by May 2025, with several new titles receiving approval from the National Press and Publication Administration [1] - The 2D game sector, which was once thriving, is now experiencing a downturn with a reduction in new game releases and ongoing service terminations [1][2] Group 2 - Major companies are adjusting their strategies in the 2D game market, with Tencent notably reducing its investments in this area [2] - The success of miHoYo's "Genshin Impact" has led to increased competition and investment in the 2D game sector, but Tencent's focus has shifted towards maintaining its core competitive games [2][3] - The demand for deeper gameplay and content updates is rising among players, which has posed challenges for existing games like "White Night: Aurora" [2][3] Group 3 - The market for "pan-2D" users in China is projected to grow from 354 million in 2019 to 570 million by 2029, indicating a strong potential for 2D game IPs [4] - The revenue from the pan-2D market is expected to increase significantly, from 298.3 billion yuan in 2019 to 834.4 billion yuan by 2029 [4] - The unique cultural appeal and user engagement of 2D games continue to attract major companies despite the current market challenges [4] Group 4 - Tencent's recent release "Victory Goddess: New Hope" has performed well, reaching the top of the iOS free charts and maintaining a position in the top 20 of the best-selling charts [5] - Tencent is focusing on a niche of "2D beautiful girls" combined with shooting games, which reflects its strengths in traffic generation and social retention [5] - The competitive landscape is shifting, with companies needing to balance visual appeal and innovative content to attract younger audiences [6] Group 5 - NetEase is restructuring its approach to 2D games, focusing on long-term operations of established IPs like "Onmyoji" while reducing investment in new projects [6] - The 2D game market is undergoing a new round of reshuffling, with established IP holders focusing on sustaining existing products while newcomers aim to disrupt the market with innovative gameplay [6] - The future success in the 2D game market will depend on companies' abilities to balance visual appeal with engaging content that resonates with Generation Z [6]
《原神》光环褪去,米哈游如何突围?
3 6 Ke· 2025-05-26 11:02
Core Insights - The article discusses the decline of miHoYo's flagship game "Genshin Impact" and the company's overall performance in the mobile gaming market, highlighting a significant drop in player engagement and revenue [1][2][4]. Group 1: Company Performance - miHoYo ranked fourth in the global mobile game publisher revenue list for April 2025, with Tencent, DianDian Interactive, and NetEase taking the top three spots [1]. - The revenue from "Honkai: Star Rail" surged by 192%, contributing to a 51% increase in miHoYo's overall income [1]. - Since October 2024, miHoYo has not returned to the top three in the global revenue rankings for mobile game publishers, marking seven consecutive months outside the top tier [1]. Group 2: Player Sentiment - Many long-time players of "Genshin Impact" expressed disappointment with the game's recent updates, particularly the 5.0 "Natlan" version, which they found unengaging and frustrating due to the game's gacha mechanics [2][4][8]. - Players reported feeling "heartbroken" over the game's monetization strategies, with significant costs associated with obtaining desired characters [2][4]. Group 3: Market Trends - The overall revenue for the domestic two-dimensional game market in China declined by 7.44% year-on-year, indicating a challenging environment for miHoYo and similar companies [9]. - "Honkai: Star Rail" and "Zhongli" have not achieved the breakout success needed to significantly expand their player base beyond the niche audience of two-dimensional games [9][11]. Group 4: Future Prospects - The success of "Honkai: Star Rail" during its two-year anniversary suggests potential for revenue recovery, but the sustainability of this growth remains uncertain [13]. - To maintain growth, miHoYo must balance the needs of its core two-dimensional player base with attracting a broader audience, similar to the success of "Genshin Impact" [12][15]. - The overseas market is crucial for miHoYo's revenue, with 70% of "Genshin Impact's" mobile revenue coming from outside China, yet the company has not yet established a strong presence in this market with its newer titles [15].
3年增长超10倍,经历过“二游大逃杀”的它怎么越活越好了?
Sou Hu Cai Jing· 2025-05-22 13:32
Core Insights - The second dimension gaming industry experienced a downturn in 2023, with a significant revenue decline of over 7% year-on-year, leading to a perception of a "mass exodus" from the sector [2][4] - However, entering 2025, the industry appears to be at a turning point, with new high-quality IP products emerging and non-traditional developers entering the market, indicating a potential resurgence in user interest [4][8] - The game "Azur Lane" has shown remarkable stability in its sales rankings, defying the typical lifecycle decline seen in the industry, suggesting a strong user base and ongoing engagement [6][8] Industry Trends - The gaming landscape is shifting, with a blend of traditional second dimension elements and new genres like shooting and MMO games adopting anime aesthetics, indicating a diversification of user preferences [4][8] - The user base for second dimension games is still present, but there is a need for innovative products to meet evolving expectations [4][8] Azur Lane's Performance - "Azur Lane" celebrated its eighth anniversary with significant milestones, including a research participant count surpassing 100,000, up from around 8,000 during its fifth anniversary, and achieving a record high in full collection achievements [9][11] - The game's ability to maintain user engagement is attributed to continuous content updates, including new characters and gameplay mechanics that resonate with both new and returning players [17][20] User Engagement Strategies - The game emphasizes emotional engagement over traditional monetization strategies, focusing on providing a rich companionship experience for players [21][23] - Recent updates have improved interactive features, such as the "dormitory function," enhancing the immersive experience for players [23][26] - The game has expanded its offline presence through events in multiple cities, fostering a sense of community among players [31][33] Future Outlook - The second dimension gaming market is expected to remain chaotic for the next 6 to 12 months, but "Azur Lane" is well-positioned to capitalize on this environment due to its established user base and understanding of player preferences [34][36] - The game is likely to continue thriving as players seek long-term engagement with products that meet their emotional and gameplay needs [34][36]
12款大作突然集中爆发:二游“退烧”了吗?我看未必
3 6 Ke· 2025-05-20 03:19
Core Viewpoint - The current state of the second-dimensional game market is experiencing a resurgence with numerous new high-quality products emerging, despite previous pessimism about the market's viability [2][31]. Industry Overview - The second-dimensional game market faced significant challenges last year, leading to a perception of a "bubble burst" and increased risks for new entrants [2][7]. - There is a pressing need for innovative, high-spec products to revitalize the market, and the first half of this year has already seen a surge in activity from various developers [2][6][29]. Company Movements - Several major companies, including Tencent, NetEase, and Perfect World, are actively developing new second-dimensional games, indicating a strong interest in this segment [16][18]. - Notable upcoming titles include "Silver City" by Le Element, "Yihuan" by Perfect World, and "Code: RIDER" by Tencent, all of which showcase diverse gameplay and artistic styles [4][12][20]. - MiHoYo is also making significant moves with the announcement of "Honkai: Inheritance Spirit" and a suspected new project related to "Genshin Impact," highlighting their commitment to expanding their IP universe [20][24]. Market Dynamics - The current landscape features a mix of traditional second-dimensional developers and newcomers from different gaming backgrounds, all vying for a share of the market [18][29]. - The competition is intensifying, with established companies like MiHoYo and Eagle Corner innovating their gameplay mechanics to adapt to evolving player expectations [24][26]. - The industry is witnessing a shift towards faster development cycles and a focus on unique gameplay experiences, as companies aim to differentiate their offerings in a crowded market [29][30]. Future Outlook - The second-dimensional game market is poised for a potential boom in the coming years, with a variety of new titles expected to launch by 2025 or 2026 [4][31]. - The industry's evolution reflects a broader trend of increasing player demands for novelty and quality, suggesting that companies must innovate to maintain relevance [29][30].
鸣潮这一年,米哈游想通了
3 6 Ke· 2025-05-19 10:33
Core Viewpoint - The emergence of the game "Mingchao" has created a significant shift in the competitive landscape of the ACG (Anime, Comic, and Game) gaming sector, positioning it as a formidable rival to miHoYo's flagship titles like "Genshin Impact" [1][4][13]. Group 1: Industry Dynamics - The competitive landscape has shifted from a stable three-player dominance (Tencent, NetEase, and miHoYo) to a more fluid situation, with "Mingchao" emerging as a serious contender [15][30]. - The gaming market is experiencing a decline, with the actual sales revenue of China's ACG mobile game market dropping to 29.348 billion yuan in 2024, a year-on-year decrease of 7.44% [27]. - The introduction of "Mingchao" has prompted miHoYo to abandon its complacency and re-engage with the market, leading to a renewed focus on content and player engagement [21][24]. Group 2: Company Performance - "Mingchao" initially struggled upon launch, with first-week revenue estimated at approximately 947 million yuan, significantly lower than "Genshin Impact," which earned between 3.5 billion to 4 billion yuan in its first week [9][10]. - Despite a rocky start, "Mingchao" has seen a resurgence in popularity, with its revenue recovering due to subsequent updates and improvements [10][16]. - miHoYo's revenue from its three main products is projected to decline by nearly 10 billion yuan in 2024 compared to 2023, indicating challenges in long-term product sustainability [14]. Group 3: Future Outlook - The competitive pressure from "Mingchao" is expected to stimulate innovation and investment in the ACG gaming sector, potentially leading to a more diverse range of successful titles [20][30]. - Both Tencent and NetEase are intensifying their efforts in the ACG space, with Tencent launching "Xinghen Gongming" and NetEase focusing on "Wuxianda," indicating a strategic shift towards this growing market segment [29][30]. - The industry may witness a new wave of competition, with "Mingchao" setting a precedent for future titles to challenge established players like miHoYo [30].
米哈游好像又行了
3 6 Ke· 2025-05-12 11:42
Core Insights - The performance of miHoYo's flagship games, particularly "Genshin Impact" and "Honkai: Star Rail," has declined compared to their peak periods, with revenue failing to surpass popular apps like Douyin [1][3] - Despite the decline, "Honkai: Star Rail" experienced a significant revenue increase of 192% in April, driven by anniversary events and player engagement strategies [4][6] - The overall market for mobile games, especially in the two-dimensional genre, is facing challenges, with a reported 7.44% decline in revenue year-on-year [15][18] Group 1 - "Honkai: Star Rail" celebrated its second anniversary with various player incentives, leading to a notable revenue boost [4][6] - The game's anniversary events successfully re-engaged dormant players, indicating a potential recovery in player interest [8][25] - "Genshin Impact" has shown signs of a rebound with new content updates, although it still faces challenges in retaining players [11][29] Group 2 - The two-dimensional gaming market is experiencing increased competition and a decline in player spending, particularly among younger demographics [15][20] - miHoYo's strategy appears to be shifting towards catering to core players, which may alienate casual gamers [20][29] - The company's strong emotional connection with players, stemming from its early successes, provides a buffer against market challenges [25][26] Group 3 - miHoYo's overseas performance remains strong, with "Genshin Impact" generating over $4 billion in the U.S. alone, indicating a solid international player base [26][27] - The company's commitment to its core two-dimensional identity may limit its ability to diversify and attract new players [27][29] - The narrative and gameplay design choices have received mixed feedback, with some players expressing frustration over lengthy storylines and lack of quality-of-life improvements [24][29]
二次元玩家,困在小游戏里
3 6 Ke· 2025-05-08 12:20
Core Viewpoint - The recent updates of fishing gameplay in popular anime-style games like "Zhongqu Zero" and "Mingchao" have sparked discussions and comparisons among players, highlighting a trend in the gaming industry towards simplified mini-games as a means to engage users and provide rewards [2][4][9]. Group 1: Game Updates and Comparisons - Both "Zhongqu Zero" and "Mingchao" introduced fishing-themed activities within a day of each other, leading to player comparisons and discussions across both domestic and international platforms [2][6]. - Players have criticized the fishing mini-games for being unoriginal and lacking depth, with some expressing disappointment over the simplistic gameplay mechanics [7][30]. - The trend of integrating fishing mechanics into anime-style games reflects a broader industry shift towards casual gaming experiences, as seen in other titles like "Infinite Nuan Nuan" and "Dust White Zone" [9][11]. Group 2: Mini-Game Design and Player Experience - The fishing mini-games in "Zhongqu Zero" and "Mingchao" are designed to be easy and accessible, catering to players who prefer to complete tasks quickly for rewards rather than engaging in challenging gameplay [19][28]. - Both games utilize narrative elements and popular characters to enhance player engagement, but the mini-games themselves are often perceived as repetitive and lacking excitement [31][32]. - The simplification of mini-game mechanics is a response to player feedback, aiming to avoid frustration while still providing a sense of accomplishment through rewards [20][36]. Group 3: Industry Trends and Business Models - The prevalence of mini-games in anime-style games is linked to the industry's reliance on gacha mechanics, where players are incentivized to engage in repetitive tasks to earn resources for character upgrades [35][39]. - The design of mini-games serves as a tool for resource distribution, balancing the need for player engagement with the necessity of maintaining a sense of value in the rewards earned [36][37]. - The ongoing challenge for developers is to innovate within the constraints of the gacha model, as the current approach often leads to a cycle of uninteresting gameplay experiences [38][41].
这场二游演唱会,观众可以和二次元角色互动?
Sou Hu Cai Jing· 2025-05-08 09:21
要论五一期间二游圈最重磅的活动,其中之一必有《崩坏:星穹铁道》演唱会。 我们173的编辑这次也很有幸,前往现场亲身体验米哈游为《崩铁》玩家带来的视听盛宴。 要说这场演唱会给人的第一印象,那就是"富有"。人声曲目都请来了原唱、几乎所有曲目都有着配套舞美与现场演奏,更不必说大量令人身 临其境的舞台道具,以及炫酷的激光表演与AR演出了,可以说每一首曲目都有让人印象深刻的独特记忆点。 据了解,这次演唱会其实是亏本在办的,在各种舞台效果上狠狠烧钱,只为玩家能获得更好的观看体验。 除了富有,这次的演唱会在还原剧情氛围上也下了不少功夫。 先是奏响了充满神圣感的管风琴,随后管弦乐与电吉他先后登场,跟着舞台中美声合唱团的歌声,无不将氛围推至高点。 尤其是卡芙卡PV曲的激光,相较于去年有了更密集的灯阵与更复杂的编排设计,高密度的红色激光单单是存在于场面中,就充满了视觉冲击 力,现场也时不时传来震撼的欢呼声。 之后大屏幕上的画面再现了"神主日"Boss战流程,Boss不断向观众的方向发起攻击,随后进入二阶段。最后神切歌画面一转,切入知更鸟演 唱的《希望有羽毛和翅膀》,同时屏幕中冲出一辆星穹列车,在AR技术下环绕于观众席上空而行,连 ...
经历一波洗礼后,二游现在算不算陷阱?
3 6 Ke· 2025-05-06 00:54
Core Viewpoint - The 二次元 (2D) gaming sector is experiencing significant challenges, with a notable decline in sales and a potential market contraction by 2025, despite the overall growth in the Chinese gaming industry [2][8][38] Industry Overview - The Chinese gaming market reached a record high of 325.783 billion yuan in 2023, with 674 million users [2][4] - While other gaming segments like console and esports saw substantial growth, the 二次元 segment faced a sales decline of 7.44%, with total revenue at 29.348 billion yuan, ranking low compared to other gaming categories [5][8] Market Dynamics - The 二次元 gaming category accounted for nearly 30% of the 114 games that were shut down in 2024, indicating a lack of sustainability in this segment [8][12] - The number of new 二次元 games launching in 2025 is expected to be significantly lower than in previous years, suggesting a slowdown in innovation and product development [13][14] Competitive Landscape - The market is increasingly dominated by a few major players like 米哈游 (miHoYo), with smaller developers struggling to compete due to high operational costs and a saturated market [19][34] - The majority of 二次元 games rely on similar gameplay mechanics, with a significant portion of revenue coming from a small number of successful titles [16][34] Development Challenges - The 二次元 genre requires continuous content updates, which can be resource-intensive and lead to creative burnout among developers [27][30] - The high entry cost for new players and the complexity of long-term engagement pose additional challenges for player retention and acquisition [30] Consumer Behavior - Despite the challenges, the willingness to pay among 二次元 gamers remains relatively high, with top titles achieving a payment rate exceeding 20% [34] - However, the payment models are becoming increasingly standardized, limiting innovation in monetization strategies [34][38]