内容向游戏

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米哈游跌出收入TOP20:内容向游戏遇冷,玩法向游戏升温?
3 6 Ke· 2025-09-22 00:58
Group 1 - The core observation is that the gaming industry is witnessing a shift from content-driven games to gameplay-driven games, with notable declines in the performance of content-focused titles like "Genshin Impact" and "Honkai: Star Rail" [1][8][15] - The rise of gameplay-driven games is attributed to the emergence of innovative gameplay types, particularly "playable mini-games" and the "search-shoot-retreat" genre, which have gained significant popularity [2][4][6] - The overall market performance indicates that while content-driven games are cooling off, gameplay-driven games are experiencing a resurgence, reflecting a return to the fundamental question of whether games are enjoyable [3][6] Group 2 - Content-driven games face challenges such as high development costs and long production cycles, making them less accessible for smaller developers, which limits overall market output [10][12] - The marketing costs for content-driven games are rising, with difficulties in effectively conveying the game's appeal through short advertisements, leading to lower ROI compared to gameplay-driven titles [13] - Content-driven games often have weaker social features, resulting in lower user engagement and retention, as players may seek more interactive experiences found in gameplay-driven games [14] Group 3 - The perceived "cooling" of content-driven games does not indicate a decline in demand for high-quality narratives; rather, it suggests a market correction where only games with exceptional experiences will thrive [15] - The relationship between gameplay and content is complementary, with both elements necessary for a successful game, indicating that the market is evolving rather than diminishing [15]
在流行文化里捞内容的人
3 6 Ke· 2025-09-10 12:31
那么,这种情况是如何产生的?是因为市场变化快,还是因为生产流程割裂?是因为从业者能力不足,还是时代的特点如此?为了探究这个问题,触乐找 到一些"做内容"的人聊了聊,寻找当下内容生产者面临的困境中,是否有可供总结的规律。 流行文化海 "大家越来越发现,靠'用研'的这套体系去得出数据化结论,对创作指导意义是比较滞后的。我们需要捕捉到玩家对未来的一种倾向性,才可 以在推出新内容时,让这个内容成为玩家恰好会喜欢的东西。按照传统的'用研'思维,我们做出来的东西一定是大家已经见过的,已经被市场 验证过的,但玩家更喜欢新内容……我们很依赖的游戏的创作指导就没有意义了,大家只能寄希望于一个能'预测未来'的拯救者出现。" "我们从流行文化里捞出内容,推上市场,它看上去很好。唯一的问题是,我们根本不知道受众想要什么。" "内容向游戏"是个不怎么清晰的定义。它可以大致被概括为"在版本长线更新时,通过更高质量、更新鲜和更'加量不加价'的内容来留住玩家"的一类游 戏。虽然玩家在这类游戏里也会为数值付费,但主体人群的付费重点仍是围绕来内容进行的。 它有点像是连载网文,或是边拍边播的影视剧,但又比这两者复杂、体量大得多。它背后是一整条内容 ...