单机游戏

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索尼前总裁直言3A游戏不赚钱,但这或许是国产单机最好的时代
Xin Lang Cai Jing· 2025-07-12 04:17
Group 1 - NetEase's first major single-player game, "Wanmin Changge: Three Kingdoms," was canceled shortly after its demo release, indicating a cautious approach to project viability based on market demand [4][17] - The success of "Black Myth: Wukong" has revitalized the single-player game market in China, showcasing its potential beyond direct sales revenue and changing perceptions about the quality of domestic single-player games [4][5] - The number of new F2P games in China is declining, with a reported drop of over 22% year-on-year in the first half of 2025, indicating a challenging environment for free-to-play titles [4][12] Group 2 - The single-player game market in China saw significant growth, with sales reaching approximately 10.22 billion yuan in 2024, largely driven by "Black Myth: Wukong," which alone generated around 9 billion yuan [7][9] - Despite the growth in single-player games, they still lag behind top F2P games in revenue, with "Honor of Kings" generating approximately 2.419 billion USD (about 17.359 billion yuan) in 2024 [9][10] - The cost of developing AAA games has become a significant challenge, with budgets often exceeding 100 million USD, leading to a focus on fewer, more secure projects by major publishers [18][20] Group 3 - The cancellation of "Wanmin Changge: Three Kingdoms" highlights the high development costs associated with single-player games, where a team of 70 could incur costs of around 150 million yuan over three years, necessitating substantial sales to break even [17][21] - The industry is witnessing a shift towards mid-tier 2A games and independent titles as viable options for developers, allowing for better cost control while still delivering creative content [21] - The current landscape suggests that the single-player game market may be entering a favorable era, where both creative aspirations and financial viability can coexist [21]
在这件事上,成都还是太全面了
3 6 Ke· 2025-07-09 02:00
Core Insights - Chengdu is emerging as a hub for the gaming industry in China, particularly for single-player games, with a significant number of game studios and talent relocating to the city [1][3][4] - The success of the game "Black Myth: Wukong" has highlighted Chengdu's potential, with one-third of the most notable domestic single-player games being developed there [3][4] - Chengdu's gaming industry has a strong foundation due to early investments in talent and infrastructure, dating back to 2003 when the city began promoting the gaming sector [4][5] Industry Overview - Chengdu ranks first in job postings for the gaming industry among top cities in China, according to a report by Zhilian Recruitment [1] - The city has produced a notable number of acclaimed games, with 9 out of 30 highlighted titles in a recent media review originating from Chengdu, surpassing other major cities like Guangzhou and Beijing [3] - The gaming industry in Chengdu benefits from lower living costs and salaries compared to first-tier cities, making it an attractive location for game development [6][7] Cultural and Economic Factors - Chengdu's cultural environment and lifestyle contribute positively to game development, fostering creativity and work-life balance [6][8] - The city has been recognized for its livability, being named one of the "most happy cities" for 16 consecutive years, which enhances its appeal to young professionals in the gaming sector [7][8] - The local gaming industry is characterized by a mix of traditional and innovative themes, with studios exploring both Chinese cultural elements and international narratives [3][6]
网易第一款大战略单机被砍 制作人:我已经坚持很久了
3 6 Ke· 2025-07-03 00:19
Core Viewpoint - The recent news highlights the dissolution of NetEase's single-player game project "Wanjin Changge: Three Kingdoms," which was initially anticipated to be a significant entry in the domestic 4X game market. The project faced challenges in marketing, gameplay maturity, and market positioning, leading to its cancellation [2][12][17]. Group 1: Project Overview - "Wanjin Changge: Three Kingdoms" was developed by a team with nearly ten years of experience from "Rate of the Land" and aimed to compete with the classic "Romance of the Three Kingdoms" series. The project had a development cycle of nearly three years, initially starting with a team of fewer than 20 people and later expanding to under 50 [4][7]. - The game was designed to feature seamless large-map battles and a hybrid gameplay model combining turn-based strategy with real-time combat, which posed significant technical challenges [8][9]. Group 2: Market Context - The cancellation of "Wanjin Changge: Three Kingdoms" reflects the broader challenges faced by major domestic companies in transitioning to single-player games. The high development costs and long return cycles of AAA single-player games, averaging over 150 million yuan, conflict with the quick monetization strategies of traditional mobile game businesses [12][14]. - The single-player strategy game market has been dominated by established titles like "Civilization" and "Total War," making it difficult for new entrants to gain traction without innovative gameplay [14][17]. Group 3: Future Implications - The failure of "Wanjin Changge: Three Kingdoms" may impact NetEase's strategy in the single-player game sector, as the company had aimed to leverage its experience from mobile games to create a differentiated product. The cancellation could hinder its ability to capitalize on the potential user base created by the decline of existing titles in the market [16][17]. - The project’s dissolution also raises questions about the future of the team members, with some being reassigned to other projects while others face layoffs, indicating a potential loss of talent in the industry [12][18].
“雷火”成单机圈负资产,《归唐》救的是网易品牌
Xin Lang Cai Jing· 2025-06-25 11:22
Core Viewpoint - NetEase's new game "Return to Tang" has sparked mixed reactions, with international players expressing excitement while domestic players voice skepticism regarding its authenticity as a single-player game and potential monetization strategies [1][3][4]. Group 1: Game Overview and Reception - "Return to Tang" is set during the An Lushan Rebellion in the Tang Dynasty, told from the perspective of an ordinary messenger, and has garnered over 14.4 million views on Bilibili [1]. - The game's trailer has received high praise from overseas players for its graphics, especially in the context of the success of "Black Myth: Wukong," leading to high expectations for another Chinese AAA title [3]. - Conversely, domestic players have raised concerns about the game's potential shift to a monetized model, fearing it may become a service-oriented game despite being marketed as a single-player experience [3][9]. Group 2: Player Concerns and Studio Response - Players have criticized the trailer for lacking sufficient gameplay footage, with many believing that the high proportion of CGI raises doubts about the game's actual quality [8]. - The studio, 24 Studio, has responded by asserting that the trailer consists entirely of real gameplay footage, with 70% being cutscenes and 30% actual gameplay [8]. - Concerns about the game's commercial model persist, as players recall similar past experiences with other titles that transitioned from single-player to multi-platform service games [9]. Group 3: Marketing and Trust Issues - NetEase's history of aggressive marketing tactics has led to a general distrust among players, particularly in the single-player game segment, where players prefer substantial content over marketing hype [4][12]. - The studio's previous titles, such as "Nirvana in Fire," have been associated with over-marketing, which has negatively impacted player trust in new releases [12][13]. - The company aims to rebuild trust by delivering a genuine single-player experience and reducing unnecessary marketing efforts [17]. Group 4: Development Insights and Future Directions - The development of "Return to Tang" has been ongoing since 2018, with a focus on creating a high-quality AAA game, reflecting the studio's commitment to the single-player genre [3][14]. - The studio has engaged with other domestic teams, including the developers of "Black Myth: Wukong," to enhance its development process [16]. - Moving forward, the company is encouraged to showcase more actual gameplay content to alleviate player skepticism and build anticipation for the game's release [19][21].
今年的520发布会,网易游戏稳中求进
3 6 Ke· 2025-05-21 07:09
Core Viewpoint - NetEase held its annual 520 game launch event, unveiling over 40 new products, including key titles like "Yanyun Sixteen Sounds" and "Identity V" [1][30]. Product Announcements - "Wanmin Changge: Three Kingdoms" is a single-player strategy game developed by the team behind "Rate the Land." It received positive feedback during its initial testing [1][4]. - "Marvel Secret War" is a card RPG based on the Marvel IP, which has already opened pre-registration [7]. - "unVEIL the world," a collaboration between NetEase and Shueisha, is a playable manga with details revealed during the event [10]. - "Top Chase" is a fast-paced battle royale game that has received over 90% positive reviews during its overseas early access [13]. - "Uncharted Star Abyss," a space-themed FPS, will undergo its final open testing on Steam [16]. - "Spirit Beast Adventure" is a turn-based strategy mobile game with a focus on Chinese mythology [19]. - "Planet Party Time," a social game similar to Animal Crossing, will begin testing later this year [22]. - "Forgotten Sea," an ocean adventure RPG from the Joker studio, is expected to be significant given its development team's background [25]. Market Trends and Company Strategy - The trend of single-player games is on the rise, and NetEase's focus on this area is seen as a strategic move [4]. - The company has a diverse product matrix, including popular IPs like "Onmyoji" and "Dream Journey to the West," indicating its ability to cater to various gaming genres [33]. - The success of "Yanyun Sixteen Sounds," which surpassed 30 million players, highlights NetEase's potential for long-term growth in the gaming sector [30][31]. - The 520 event reflects NetEase's ongoing strategy of exploring and developing new gaming possibilities rather than rushing to market [28].
现实中的黑神话
猫笔刀· 2024-08-20 14:18
我前段时间为了回临海也能和哥们一起玩cs2,就买了台游戏本,价格好像是13000左右?今天试了一下用它玩黑猴没问题,fps基本在90-120。 就刚才弹出新闻,黑猴steam销量已经突破300万,加上wegame、epic、ps这几个平台,总销量已经超过450万,销售额超15亿。这么看我昨晚 说的保底500万还是保守了,最终销售量大概率奔着1000万去了。 恭喜游戏科学,这把一鸣惊人,名利双收,中国的第一个3a大作算是彻底成了。 很多没接触过端游的人可能不理解,为什么一个游戏作品能产生那么大的破圈影响力,毕竟卖15亿对于《王者荣耀》而言也就一两个月的营收。单机游戏 天生就是很难挣钱的,黑猴这次是特例中的特例,大部分做单机的团队最后都是穷死的。 但单机游戏在审美格调和文化内涵上又是不可替代的,代表了一个国家游戏工业的硬核实力。 所以你们看到 这 次黑猴项目,除了民间热情似火外,官 方 也给予了积极的肯定, 因为那些 内容监管的官大人们也识 货,知道 氪金瘾品和 第九艺术 之间的差距。 我下午玩了2个半小时,一上来就在大头怪那里卡了接近1小时,我没有按剧本推荐的先拿赤潮,而是头铁死了近20次硬刚过去的。之后的灵虚 ...