开放世界
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过去几年,厂商押注“开放世界”是陷阱吗?
Tai Mei Ti A P P· 2025-11-10 05:08
Core Insights - The open-world gaming genre has evolved from being a niche market to a strategic necessity for major game developers, driven by the success of titles like Genshin Impact [2][6][8] - Many companies have misjudged the complexity and challenges of developing open-world games, leading to a wave of failures among those who attempted to replicate Genshin Impact's success without adequate preparation [5][7][8] Industry Trends - The demand for open-world games has been tempered by the rise of lightweight and fragmented entertainment options, making high-quality immersive experiences less appealing to some players [2][4] - Despite the challenges, there remains significant untapped potential in the open-world genre, particularly in enhancing replayability and catering to diverse player needs through innovative gameplay and themes [2][4] Competitive Landscape - The success of Genshin Impact has disrupted the industry, with its revenue reaching hundreds of billions, positioning it alongside major titles from companies like NetEase and Tencent [5][6] - Other major developers have struggled to produce comparable multi-platform open-world games, despite substantial investments and resources, highlighting the high barriers to entry in this genre [6][7] Development Challenges - The development of multi-platform open-world games requires overcoming significant technical hurdles, including latency, graphical fidelity, and user experience across different devices [5][6] - Many companies have attempted to enter the open-world space without the necessary experience or infrastructure, leading to project failures and a return to more traditional game formats [12][13] Strategic Implications - Open-world gaming is viewed as a critical strategic category that companies cannot afford to ignore, as the market dynamics shift and competition intensifies [7][8] - The industry's focus should shift from blind imitation of successful titles to a more respectful approach that acknowledges the complexities and long-term commitment required for successful open-world game development [8][9]
游戏大厂重点项目为什么会暴死
Hu Xiu· 2025-10-14 08:19
Core Points - The gaming industry has seen numerous high-profile project failures over the past year, with some projects being definitively deemed unsuccessful after initial struggles [1][2] - A parable illustrates the pitfalls of project initiation in the gaming industry, emphasizing the importance of careful evaluation and the dangers of blind optimism [4][8] - The article critiques the tendency of executives to rely on flattering analysis that may overlook critical flaws in project proposals [15][28] Group 1 - The gaming industry has experienced significant project failures, with many projects being abandoned or deemed unsuccessful [1][2] - The importance of project initiation is highlighted, with a focus on the high costs associated with poor decision-making in the early stages [8][13] - The article suggests that many projects fail due to a lack of critical feedback and the prevalence of sycophantic behavior among team members [25][27] Group 2 - The phenomenon of "high-level flattery" is discussed, where analysts present overly optimistic views that align with executives' desires, leading to misguided project approvals [18][23] - The article emphasizes that no project is without flaws, and a project that appears flawless is likely hiding significant issues [30][34] - Examples of past project failures are provided to illustrate the risks of ignoring negative feedback and the consequences of poor strategic planning [36][39] Group 3 - The article outlines a process for evaluating the viability of new projects, including analyzing past similar projects and assessing the capabilities of the development team [45][47] - It stresses the need for a realistic assessment of project feasibility, particularly in innovative areas like open-world games and the metaverse [46][48] - The discussion includes the importance of learning from previous failures to avoid repeating mistakes in future project initiatives [46][47]
登顶畅销榜,造百亿富豪!二次元吸金太猛,游戏大厂扎堆布局
Sou Hu Cai Jing· 2025-07-03 14:38
Core Insights - The recent rankings highlight the strong performance of the ACG (Anime, Comic, and Game) industry, with miHoYo recognized as the company creating the most wealth, followed by its significant valuation in the unicorn list [2][3] Group 1: Financial Performance - MiHoYo has been identified as the company with the highest number of wealth creators, with a valuation of 180 billion yuan, ranking sixth among China's top unicorns [2] - In June, miHoYo's "Genshin Impact" and Paper Games' "Love and Deep Space" topped the iOS sales chart, with estimated weekly revenues of approximately 774.1 million USD and 711.3 million USD respectively [3] - Paper Games' iOS monthly revenue is estimated at 245.1 million USD, showing a 37.15% month-on-month increase, while miHoYo's revenue is estimated at 185.9 million USD, driven by "Honkai: Star Rail" and "Genshin Impact" [3] Group 2: Market Trends - The success of "Genshin Impact" has established a competitive landscape in the open-world gaming sector, transforming it from a blue ocean to a red ocean [4] - Major gaming companies are actively engaging in the ACG market, with new releases and updates driving renewed interest [6] - The user base for the "pan-ACG" market is projected to reach 503 million by 2024, with market size expected to grow from nearly 300 billion yuan in 2019 to 597.7 billion yuan by 2024 [7][8] Group 3: Industry Developments - New titles such as "Silver City" and "Victory Goddess: New Hope" are being launched, with the latter achieving over 100 million downloads on its first day [6] - The "pan-ACG" market is expanding, with significant growth in related sectors such as merchandise and IP licensing, indicating a robust consumer willingness to spend [8] - The collaboration between game IPs and commercial brands has shown promising results, with events like "Ming Chao x Pizza Hut" selling out quickly [8]
《仙剑世界》价值22亿的教训
Hu Xiu· 2025-03-25 12:06
Core Viewpoint - The article discusses the significant financial loss of Zhong Shouyou due to the underperformance of the game "Xianjian World," which is projected to incur a loss of up to 2.2 billion yuan in 2024 [1][3]. Group 1: Financial Performance - Zhong Shouyou issued a profit warning indicating a projected loss of no more than 2.2 billion yuan for the fiscal year 2024 [1]. - The revenue decline is attributed to several factors, including underperformance in certain game markets and increased non-operating expenses [3]. Group 2: Game Development Issues - "Xianjian World" is criticized for its poor development process, which is described as chaotic and lacking a coherent framework [6][7]. - The game attempted to incorporate various popular elements without a solid foundation, leading to inefficiencies and excessive rework [8][11][29]. - The development team is seen as lacking the necessary experience and industrialization capabilities to successfully create an open-world game [38][39]. Group 3: Intellectual Property Concerns - The "Xianjian" IP is facing challenges of aging and devaluation due to a lack of new quality releases [17][18]. - The article compares the "Xianjian" IP unfavorably to successful franchises like "Harry Potter" and "The Legend of Zelda," highlighting its failure to create a compelling and cohesive narrative [19][22]. Group 4: Industry Insights - The article emphasizes the importance of proper planning and execution in game development, particularly for open-world titles, which require a high level of industrialization [24][37]. - It suggests that the management's unrealistic expectations and lack of hands-on involvement in the development process contributed to the game's failure [60].
2款手游营收131亿,撑起一个IPO
投中网· 2025-03-14 02:42
以下文章来源于东四十条资本 ,作者黎曼 作者丨黎曼 来源丨东四十条资本 凭借《九州仙剑传》《天剑奇缘》等武侠RPG小游戏,曾创下单款产品累计流水超60亿元的纪录, 并在2023年以16.4%的市场份额登顶中国小游戏赛道,小游戏开发商"星邦互娱"正式向港交所递交招 股书。 东四十条资本 . 聚焦股权投资行业人物、事件、数据、研究、政策解读,提供专业视角和深度洞见 | 创投圈有趣的灵魂 将投中网设为"星标⭐",第一时间收获最新推送 二代接班,打造小游戏霸主。 星邦互娱是一家成立于2014年的成都公司,随着招股书更多内容的披露,也使其创始人郭中健与"企 二代"女儿郭小兰接班的故事置于台前。 二代接班,打造小游戏霸主 创始人郭中健和其女郭小兰是星邦互娱的核心人物。 郭中健的公开信息有限,其通过家族企业控股星邦互娱57.54%股权,女儿郭小兰持股33.16%,父女 合计控制超90%表决权,目前并未在公司担任职务。 郭小兰1998年毕业于四川师范大学中文系,在2017年加入公司,后来成为董事长和CEO,属于二代 接班。接班之前,她也经受过外部企业的考验,曾任职过两家电信领域企业的副总经理与总经理。历 练后的郭小兰从父亲手 ...