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Z Potentials|专访 AutoGame 创始团队:前和平精英AI策划定义沙盒新范式,首月0推广登上steam新游榜
Z Potentials· 2025-08-08 03:38
Core Insights - The article discusses the innovative approach of AutoGame and its founder Zhang Haoyang in creating AI-driven sandbox games, particularly focusing on the game "Maggie's Garden" which has gained significant traction on Steam without any promotional efforts [2][5][29] - The game allows players to generate NPCs, quests, and items using natural language, thus democratizing content creation and transforming traditional user-generated content (UGC) models [5][21][26] Group 1: Company Overview - AutoGame was founded by Zhang Haoyang and Ram, with a vision to leverage AI technology to redefine gaming experiences and content creation [2][11] - The company aims to create a platform where players can actively participate in game development, moving away from traditional hierarchical content creation models [5][12][19] Group 2: Game Mechanics and Features - "Maggie's Garden" is an open-world sandbox game that combines camp building, NPC interaction, and world exploration, creating a continuous gameplay loop [21][25] - The game utilizes a hybrid architecture of HTN (Hierarchical Task Network) and large language models to enable NPCs to interact naturally with players and each other, enhancing the immersive experience [25][51] Group 3: Market Position and Trends - The game has achieved over 5000 wishlists on Steam within a month of its release, indicating strong market interest and potential for growth [2][29] - The sandbox genre is favored by Steam's algorithms, making it a strategic choice for AutoGame, as it aligns with current gaming trends and user preferences [38][56] Group 4: User Engagement and Demographics - The game has attracted a diverse user base, including fans of anime and traditional sandbox games, with a notable percentage of female players [30][42] - Feedback indicates that players appreciate the emotional connection and immersive experiences provided by AI-driven interactions, which enhances user retention and engagement [31][34] Group 5: Future Vision and Development - AutoGame plans to expand its offerings by introducing features that allow players to create content more easily, thus fostering a community-driven ecosystem [43][46] - The company envisions "Maggie's Garden" as a long-term project that evolves with player contributions, aiming to create a self-sustaining content ecosystem [46][50]
亏麻了,这个研发10年的项目突然被叫停,工作室关闭解散
3 6 Ke· 2025-06-29 03:05
Core Points - Riot Games has made the difficult decision to cancel the development of the sandbox game "Hytale" and will gradually close Hypixel Studios in the coming months [1][5][20] - The founder of Hypixel Studios, Noxy, stated that after years of effort and exploration, the team realized they could not deliver "Hytale" in a way that fulfilled their promises to players [3][5] - The complexity of the project increased over time due to the team's technical ambitions, leading to a situation where the game was not progressing as needed despite a major engine overhaul [5][18] Company Overview - Hypixel Studios was founded by a group that initially operated a server group within "Minecraft" and later developed "Hytale" with funding from Riot Games [12][14] - The game was first announced in December 2018, receiving over 31 million views on its teaser trailer within a month, and was fully acquired by Riot Games in April 2020 [14][20] - The project faced multiple delays due to the evolving vision and increasing standards, with a significant engine redevelopment announced in July 2022 [18][20] Community Impact - The cancellation of "Hytale" has led to disappointment among players who viewed it as a potential successor to "Minecraft" [8][22] - Community reactions have been overwhelmingly negative, reflecting a sense of loss and frustration over the long wait for the game [9][22] - Despite the cancellation, there are indications that the IP may be considered for repurchase by the founder, Simon, and interest from independent game publishers [20][22]
从游戏到电影,《我的世界》凭什么“抢钱”?
创业邦· 2025-04-07 03:16
以下文章来源于深响 ,作者深响 深响 . 挖掘增长密码,探解生意本质。 来源 丨深响(ID:deep-echo) 作者丨林之柏 图源丨《我的世界》官方海报 虽然剧情老套、海外口碑崩盘,但《我的世界大电影》仍然在4月4日一跃而成单日票房冠军,并持续领跑清明档。 这部电影在烂番茄平台上的新鲜度仅为51%,甚至被北美影评人戏称为"影史大烂片新成员"。但这丝毫不影响《我的世界》继续在全球范围内"抢 钱"——除了票房收入,影片上映前,各种周边联名已经秣马厉兵,麦当劳的盲盒、乐高主题套装……名创优品更是火力全开,公仔挂饰、靠枕 手表、文具玩具一应俱全。 电影好不好看,已经不重要。重要的是《我的世界》IP以电影为契机,对全球玩家的激情唤醒。这款游戏已超越《俄罗斯方块》,荣登全球最畅 销电子游戏的宝座。累计售出超3亿份背后是数以亿计的活跃玩家——而这才是电影背后《我的世界》能持续"抢钱"的底气。 跨过周期长红十多年背后,《我的世界》究竟有什么魅力,能收获全球玩家的欢心?这一切的故事,都要从源头说起。 内向的天才与他的冒险世界 1979年出生在瑞典的Markus Persson,从小对两件事情着迷:计算机和乐高,这两个爱好也持 ...