Workflow
《剑网3》
icon
Search documents
粤剧撞上网游 “数字江湖”破圈传播
Nan Fang Du Shi Bao· 2025-10-10 08:48
当年轻的深圳遇上粤剧的雅韵,一场关于传统戏曲守正与创新的新时代艺术实践正在深圳生发。由中共 深圳市委宣传部、深圳市文化广电旅游体育局出品,深圳市粤剧团制作演出的深圳原创首部跨界融合新 粤剧《决战之燎原》,以其强大的主创团队和独特的"粤剧+网游"基因,还未上演就吸引了大批游戏粉 丝和粤剧观众的关注,让粤剧在当代活化"焕新",不仅为传统戏曲开辟年轻化表达的新路径,更以"破 圈"之姿搭建起青年群体与传统文化对话的桥梁,是深圳在中华优秀传统文化创造性转化、创新性发展 的又一力作。该剧已于10月4日在深圳保利成功首演,并将在10月5日、6日演出两场。 守正创新 数字化解构传统美学 构建"活的江湖" "自诞生伊始,粤剧最核心的生命力便是'兼容并蓄,海纳百川',以开放的姿态,不断吸收、融合、创 新,这也成为粤剧的鲜明特点,"《决战之燎原》的主演,深圳市粤剧团团长彭庆华表示,粤剧是自带 创新基因的粤剧艺术,与"敢闯敢试、敢为人先、埋头苦干"的特区精神高度契合。作为深圳唯一的国有 专业戏曲院团,深圳市粤剧团将创新融入血脉,曾诞生了《驼哥的旗》《风雪夜归人》等屡获国家级奖 项的精品力作。 "当登录进度条来到100%,舞台呈现的会 ...
五角场万达广场成了一个沉浸式的大唐武侠江湖 一场游园会 每天引来26万人次
Jie Fang Ri Bao· 2025-09-01 01:36
Core Insights - The event held at Shanghai Wanda Plaza for the 16th anniversary of "Jian Wang 3" attracted over 260,000 visitors, exceeding expectations [1] - The sales of official merchandise reached 550,000 yuan within two and a half days, with over 60 merchants collaborating to offer exclusive deals [1][5] - The immersive experience transformed the entire plaza into a themed environment, enhancing player engagement and driving foot traffic to local businesses [2][5] Group 1: Event Overview - The anniversary celebration featured extensive game-themed decorations across four buildings, creating an immersive experience for attendees [2] - Players dressed in cosplay were prevalent, with over 1,000 participants, enhancing the community atmosphere [2][3] - The event successfully integrated gaming culture with retail, leading to increased consumer spending in the area [5][6] Group 2: Merchandise and Sales - The "Xishanju Department Store" was established rapidly, becoming a focal point for merchandise sales, with long queues forming for popular items [5] - The "Tianjiang Hongyun. Qiyun Pool" product line was particularly well-received, prompting the store to halt queues to manage inventory [5] - Overall merchandise sales during the event reached 550,000 yuan, indicating strong demand for game-related products [5] Group 3: Local Business Impact - Local restaurants and cafes experienced a surge in customers, with themed menu items attracting attention [6][7] - Over 60 local businesses participated in the event, offering exclusive discounts to attendees, further stimulating local commerce [7] - The event's success may lead to the establishment of a permanent gaming-themed attraction in Shanghai, enhancing the city's appeal to gamers [7]
《二重螺旋》公测定档;米哈游崩坏系列新作首曝;8月游戏版号发放量创年内新高| 氪游周报8.25-8.31
3 6 Ke· 2025-08-31 12:48
Game Releases - Tencent's self-developed FPS game "Counter-Strike: Future" began its "Evolution Test" recruitment on August 25, featuring cross-platform data sharing and classic gameplay modes along with new innovative modes [1] - The fantasy multi-dimensional combat game "Double Helix" by Hero Games announced its public test date for October 28 during a live broadcast on August 26, removing the character and weapon gacha system and focusing on cosmetic purchases [3] - "Clockwork Mania" launched its global public test on August 28, combining retro American art style with bullet-hell shooting, and featuring a collaboration event with "Tom and Jerry" [5] - miHoYo's new title "Honkai: Fate Spirits" was first revealed on August 29, featuring a blend of pet collection and auto-chess gameplay, expanding the boundaries of the Honkai IP [7] Industry News - The number of game licenses issued in August reached a new high for the year, with a total of 173 games approved, including notable titles from NetEase and Bilibili [13][14] - 37 Interactive Entertainment reported a revenue of 8.486 billion yuan for the first half of 2025, a year-on-year decrease of 8.08%, while net profit increased by 10.72% [15] - The company has over 20 new games in development, with more than half being SLG titles, and is actively applying AI technology across various operational aspects [15] Company Developments - The head of NetEase's "Onmyoji" division, Jin Tao, has left to start a new venture, partnering with former NetEase Art Design Center president "Master" [17] - The newly established Guangzhou Jizi Information Technology Co., Ltd. has a registered capital of 1 million yuan, focusing on software and hardware sales, among other services [18]
金山软件(03888.HK):办公增长修复 游戏深度优化蓄力
Ge Long Hui· 2025-08-26 19:36
Core Viewpoint - Kingsoft Software's Q2 2025 performance showed a revenue of 2.307 billion yuan, a year-on-year decline of 7%, which was in line with expectations, while operating profit was 383 million yuan, slightly below expectations due to higher-than-expected expenses [1] Group 1: Business Performance - Office business revenue grew by 14% year-on-year and 4% quarter-on-quarter, driven by the expansion of WPS Personal and WPS 365 [1] - The number of global monthly active devices for WPS Office reached 650 million in June 2025, representing a 9% year-on-year and 1% quarter-on-quarter increase [1] - The gaming business saw a revenue decline of 26% year-on-year and 8% quarter-on-quarter, primarily due to high comparison bases from last year for titles like "Dust White Zone" and "Jian Wang 3" [1] Group 2: Strategic Developments - The company launched WPS AI 3.0 and introduced the native Office intelligent assistant "WPS Lingxi," marking a shift from tool-based applications to collaborative intelligent agents [1] - Management indicated a commitment to increasing R&D investment in AI and collaboration, aiming to enhance product and service deployment across various office scenarios [1] - The gaming business will continue to focus on a premium strategy, deepen IP ecosystem development, and steadily advance global expansion for long-term operations [1] Group 3: Financial Metrics - The operating profit margin for Q2 was 16.6%, down 15.5 percentage points year-on-year and 9.1 percentage points quarter-on-quarter, mainly due to increased R&D and marketing expenses related to AI and new games [2] - The net profit margin reached 23.1%, up 7.2 percentage points year-on-year and 10.9 percentage points quarter-on-quarter, benefiting from one-time gains from Kingsoft Cloud's placement and share subscription [2] Group 4: Earnings Forecast and Valuation - Revenue forecasts for 2025 and 2026 were lowered by 6.7% and 6.5% to 10.33 billion yuan and 11.56 billion yuan, respectively, due to cautious assumptions regarding the gaming business [2] - Net profit forecasts for 2025 and 2026 were reduced by 21.0% and 10.0% to 1.41 billion yuan and 1.71 billion yuan, respectively, considering revenue adjustments and increased investments in new games and AI strategy [2] - The target price was adjusted down by 10% to 45 HKD, reflecting a 29% upside potential based on a 32 times 2025 price-to-earnings ratio [2]
当西山居把 DAU 游戏当成 MMORPG 来复盘
Xin Lang Cai Jing· 2025-08-26 06:03
Core Insights - The core issue identified by the company is the failure of the new game "解限机" to meet expectations, particularly in its monetization and player engagement strategies [1][4][11] Financial Performance - In the first half of 2025, the company's gaming revenue was 1.988 billion yuan, a year-on-year decline of 10% [2] - Q2 revenue was 0.952 billion yuan, showing a year-on-year decline of 26% and a quarter-on-quarter decline of 8% [2] Game Launch and Reception - "解限机" generated approximately 0.1 billion yuan in its first month, but its peak player count on Steam dropped from 130,000 to 7,000 shortly after launch, indicating a significant decline in interest [4] - The game faced criticism for being both "pay-to-win" and requiring excessive time investment, leading to a perception of lost engagement among players [5][7] Key Mistakes Identified - The first major mistake was reducing the depth of monetization, which led to players feeling a lack of goals and engagement [5][7] - The second mistake involved uncontrolled gray market activities, which were exacerbated by the game's free-to-play model and multi-platform release, damaging the game's ecosystem [5][6] - The third mistake was the fragmentation of the player base across multiple platforms, which negatively impacted the matchmaking experience [6] Game Design Flaws - The game design failed to provide a satisfying feedback loop for player investment, leading to a sense of disinterest [8][10] - The initial player guidance was inadequate, failing to explain key gameplay mechanics, which contributed to player confusion [8] - The reward mechanisms were poorly structured, particularly in the early stages, discouraging casual players from engaging with the game [10] Industry Context - The company faces significant challenges in the mech and competitive gaming market, which has a naturally limited user base [11] - There is skepticism about whether the company can pivot "解限机" into a successful product without addressing its current issues, particularly in monetization and gameplay content [11]
核心新游戏《解限机》运营未达预期 金山软件二季度总收入同比降26%
Mei Ri Jing Ji Xin Wen· 2025-08-25 13:08
Core Viewpoint - In the first half of 2025, despite a general recovery in the gaming sector, Kingsoft's gaming business faced unexpected pressures and challenges, with significant revenue declines in its online gaming segment [1][2][3] Financial Performance - In Q2 2025, Kingsoft's total revenue from online games and other businesses was 952 million yuan, a year-on-year decrease of 26% and a quarter-on-quarter decrease of 8% [1] - For the first half of 2025, this segment's total revenue was 1.988 billion yuan, down 10% compared to the same period in 2024 [1] Product Performance - The new game "Mecha BREAK" did not meet expectations after its launch, contributing to the revenue decline due to high comparative figures from 2024 [1][3] - The classic IP "Jian Wang 3" continued to perform strongly, supported by content updates and technical enhancements, while new titles like "Jian Xia Qing Yuan: Zero" faced challenges [3][4][5] Strategic Focus - Kingsoft's management emphasized a strategy of focusing on high-quality games and deepening IP ecosystem development, while also pursuing global expansion [2][8] - The company is looking to optimize existing products and explore new IP collaborations to find growth opportunities [11] Market Outlook - Kingsoft's gaming business is currently in a phase of short-term pressure but long-term potential, with the second half of 2025 seen as a critical period for validating its long-term operational capabilities [12]
西山居游戏不给力 拖累金山软件二季度营收下滑
Guo Ji Jin Rong Bao· 2025-08-21 13:30
Core Viewpoint - Kingsoft's financial performance shows a mixed picture, with strong growth in office software and services but a significant decline in the gaming sector, impacting overall revenue [4][3]. Group 1: Financial Performance - For Q2 2025, Kingsoft reported revenue of 23.07 billion RMB, a decrease of 7% year-on-year and 1% quarter-on-quarter [4]. - Gross profit fell by 9% to 18.54 billion RMB, with a gross margin of 80%, down 3 percentage points year-on-year [4]. - Net profit attributable to shareholders increased by 35% to 5.32 billion RMB [4]. Group 2: Office Software and Services - Revenue from office software and services reached 13.56 billion RMB, representing a year-on-year growth of 14% and a quarter-on-quarter increase of 4%, accounting for 58.77% of total revenue [2][4]. - The growth in this segment is attributed to the performance of WPS 365 and personal WPS services, driven by product strength, high-quality service, and enhanced customer retention [2]. Group 3: Gaming Sector Performance - The gaming and other business segment generated revenue of 9.52 billion RMB, a significant decline of 26% year-on-year and 8% quarter-on-quarter, making up 41.26% of total revenue [3][4]. - The decline in gaming revenue is primarily due to underperformance of key titles such as "Dust White Zone" and "Jian Wang 3," which faced high comparative bases from the previous year [3]. - The gaming market, particularly for second-dimensional games, has been experiencing a downturn, with a reported 8% decrease in sales revenue for the first half of 2025 [5]. Group 4: AI and R&D Investment - Kingsoft's investment in AI is increasing, with R&D expenses rising by 18.7% to 9.59 billion RMB, representing 36.07% of revenue, an increase of 2.6 percentage points year-on-year [2]. - The company is focusing on AI integration across its office software components, which is seen as a key growth area in the industry [2].
西山居游戏不给力,拖累金山软件二季度营收下滑
Guo Ji Jin Rong Bao· 2025-08-21 13:15
Core Viewpoint - Kingsoft Software reported a decline in revenue for Q2 2025, with a total revenue of 2.307 billion RMB, a year-on-year decrease of 7% and a quarter-on-quarter decrease of 1% [1][2]. Revenue Breakdown - The revenue from the office software and services segment reached 1.356 billion RMB, representing a year-on-year growth of 14% and a quarter-on-quarter growth of 4%, accounting for 58.77% of total revenue [2][3]. - The revenue from the online gaming and other segments was 951.76 million RMB, showing a significant year-on-year decline of 26% and a quarter-on-quarter decline of 8%, making up 41.26% of total revenue [2][6]. Profitability - Gross profit for the quarter was 1.854 billion RMB, down 9% year-on-year, with a gross margin of 80%, a decrease of 3 percentage points compared to the previous year [1][2]. Growth Drivers - The growth in the office software segment was primarily driven by the performance of WPS 365 and personal WPS services, supported by enhanced product capabilities and AI features [3][5]. - As of June 30, 2025, WPS Office had 651 million monthly active devices, an increase of 8.56% year-on-year, with paid user numbers rising by 9.54% to 41.79 million [3][5]. Challenges in Gaming Segment - The gaming segment faced challenges, particularly with the performance of the games "Dust White Zone" and "Jian Wang 3," which saw significant revenue declines due to high comparative figures from the previous year [6][8]. - The overall decline in the online gaming segment reflects broader market trends, with the two-dimensional mobile game market experiencing an 8% drop in actual sales revenue in the first half of 2025 [9]. New Game Launches - The recent launch of the mech shooting game "Limitless Machine" has not met expectations, with a significant drop in player numbers shortly after release [9][13].
金山软件(03888.HK)第二季度母公司拥有人应占溢利达5.32亿元 研发成本增长15%
Ge Long Hui· 2025-08-20 08:43
Core Insights - Kingsoft Software (03888.HK) reported a revenue of RMB 2,307.4 million for Q2 2025, representing a year-on-year decline of 7% and a quarter-on-quarter decline of 1% [1] - The office software and services segment generated revenue of RMB 1,355.7 million, showing a year-on-year growth of 14% and a quarter-on-quarter growth of 4% [1] - The gaming and other businesses segment reported revenue of RMB 951.8 million, reflecting a year-on-year decline of 26% and a quarter-on-quarter decline of 8% [1] Revenue Breakdown - The growth in the office software segment was driven by the performance of WPS 365 and personal WPS business, attributed to enhanced product capabilities, quality service, and deep penetration into industry and business scenarios [1] - The decline in gaming revenue was primarily due to high comparative figures from the previous year for games like "Chasing White Zone" and "Sword Network 3" [1] Cost and Profitability - R&D expenses for Q2 2025 amounted to RMB 853.8 million, an increase of 15% year-on-year and 3% quarter-on-quarter, driven by ongoing investments in AI and collaboration capabilities [1] - The operating profit before share-based compensation costs was RMB 453.7 million, down 48% year-on-year and 31% quarter-on-quarter [2] - The profit attributable to the parent company was RMB 532.4 million, compared to RMB 393.4 million in Q2 2024 and RMB 283.9 million in Q1 2025 [2]
烧掉上亿狂跌86%的《解限机》,栽在上宣错位和匹配灾难?
Xin Lang Cai Jing· 2025-08-12 01:49
Core Viewpoint - The gaming market is currently vibrant, with various new releases and discussions, but the performance of the mech game "Limitless Mech" has raised concerns about its marketing strategy and player retention [1][3]. Group 1: Game Performance - "Limitless Mech" had a peak online player count of 131,000 at launch, but this number dropped to nearly 10,000 within a month, indicating a significant player loss [3][5]. - The game's core gameplay is considered to be of "passing quality," which does not sufficiently engage players, leading to a lack of positive word-of-mouth [10][22]. Group 2: Marketing Strategy - The marketing strategy for "Limitless Mech" was misaligned, failing to identify the target audience and effective channels, resulting in poor visibility in the domestic market [7][8]. - The game attempted to leverage international marketing tactics, such as collaborations with popular streamers, but this did not translate into domestic player engagement [6][7]. Group 3: Player Experience - The game features a complex interface and unclear new player guidance, which has contributed to a frustrating experience for newcomers [13][14][17]. - Core gameplay modes focus heavily on combat, which may not appeal to a broader audience, particularly those who are not combat enthusiasts [15][20]. Group 4: Development Insights - The game is seen as a personal project for its producer, Guo Weiwei, who has a strong passion for mech games, but this focus may not align with the current market demands [25][27]. - The development process has been lengthy, spanning over ten years, and has faced multiple setbacks, raising questions about the effectiveness of the production approach [22][28].