《博德之门3》
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TGA 年度游戏汇总:《33 号远征队》包揽 9 项大奖,《影之刃零》定档明年9月
3 6 Ke· 2025-12-12 07:37
2025游戏奥斯卡 伴随着 2025 年走进尾声,各种年度盘点和奖项也接踵而至,其中当然也包括那个牵动全球上亿游戏玩家的大奖:TGA 年度游戏。 相比 2024 年,今年的 TGA 中多出了不少新的身影,当然也有更多大家熟悉的面孔。更重要的是,今年的 TGA 上,我们迎来了一大波「爷青回」的重磅 IP。 和大家猜想的一样:2025 年最大的独立游戏黑马《光与影:33 号远征队》(Clair Obscur: Expedition 33)不负众望,在总计超过 130 项提名中荣获 13 次提名、并拿下了其中的 9 座奖杯——包括年度游戏(Game Of The Year)。 这是一个史无前例的成绩,《33 号远征队》不仅是年度游戏,更是最佳游戏指导、最佳叙事、最佳美术、最佳配乐、最佳演出、最佳独立游戏、最佳首 秀游戏、最佳角色扮演游戏的九冠王。 这样一来,《33 号远征队》同时也打破了 TGA 有史以来的数字纪录,成为了单次获奖最多的单款游戏—— 难怪有人说,这次的 TGA 简直像是给《33 号远征队》开的年会一样。 如果你还没有玩过《33 号远征队》的话,你可以把这款游戏理解为「一场理想主义者的胜利」。 它的制 ...
人工最高节省90%,AI制作游戏被批“没有灵魂”
Di Yi Cai Jing· 2025-10-22 09:15
Core Insights - The gaming industry is experiencing significant efficiency improvements due to AI tools, which can reduce art production costs by 20% to 30% in high-budget 3D games, leading to savings of millions [5][6][11] - AI is transforming game development processes, allowing for faster production timelines and reducing the reliance on traditional labor-intensive methods [3][4][10] Group 1: AI Impact on Game Development - AI tools can handle 70% to 80% of the art asset processing workload in game development, particularly in animation and modeling [3][4] - The use of AI in animation can reduce the time required for tasks such as skinning from 1.5 to 3.5 days down to just 1 to 3 hours, achieving a labor savings of 70% to 90% [3][4] - AI-generated animations can enhance efficiency by producing 60 frames of smooth animation from just 5 to 10 keyframes, increasing productivity by 3 to 5 times [3][4] Group 2: Adoption and Usage of AI Tools - Tencent has developed and opened its AI tools to over 50 external companies, including major players in the gaming industry [4][11] - The tools have been successfully implemented in Tencent's internal projects, resulting in a 40% reduction in character animation production cycles [4][11] - Smaller teams are more likely to adopt AI tools, as they can significantly enhance workflow efficiency and reduce production costs [10][11] Group 3: Industry Perspectives on AI - There are mixed opinions within the industry regarding AI's ability to replace human creativity, with some believing AI lacks the "soul" necessary for compelling game design [8][9] - Despite skepticism, some industry professionals have noted AI's surprising advancements in generating engaging narratives and creative content [9][10] - AI is seen as a tool that democratizes game development, enabling smaller teams to achieve results that previously required larger, more experienced groups [10][11] Group 4: Future of AI in Gaming - The integration of AI tools is expected to evolve, with new technologies like interactive world models potentially reshaping game production workflows [11][12] - The gaming industry is likely to see a coexistence of various AI tools for the foreseeable future, as companies explore different approaches to automation and intelligence in game development [12]
蔡浩宇的疯狂实验,跟游戏没啥关系?
3 6 Ke· 2025-08-24 04:18
Core Viewpoint - The game "Whispers from the Star" is an AI dialogue game that focuses on interacting with a female astronaut, Stella, through remote communication, marking a shift in AI application within gaming [1][2][3] Group A: Game Overview - "Whispers from the Star" is developed by Anuttacon, a company led by Mihayou founder Cai Haoyu, and utilizes Unreal Engine 5 for its graphics [1] - The game has received an 86% positive rating upon launch, although the user base is currently small [1][2] - Players have criticized the game for being overly focused on AI interaction with insufficient narrative content, leading some to label it as a "Character AI" shell [2][5] Group B: Market Context - The AI social interaction market has seen rapid growth over the past two years, but signs of stagnation are emerging as user growth slows and major products struggle to achieve stable daily active users [2][5] - The game aims to explore a new model for AI dialogue and companionship within the gaming framework, potentially signaling a 2.0 era for AI interaction [2] Group C: Gameplay Mechanics - Unlike traditional games, "Whispers from the Star" allows for completely free-form dialogue with Stella, influenced by a large language model [3][5] - The game lacks diverse gameplay mechanics, primarily offering a single interaction mode, which may limit player engagement [5][6] - Players have noted that the high degree of freedom in dialogue can lead to negative experiences, as the game may redirect conversations back to the main storyline [5][6] Group D: Technical Aspects - The game employs a complex AI dialogue system that includes voice recognition, large model inference, and voice synthesis, all processed in the cloud [11][12] - Players have reported issues with latency and synchronization during gameplay, attributed to the cloud processing requirements [11] Group E: User Concerns - The collection of user dialogue data for model training has raised privacy concerns among players, leading to negative feedback regarding the game's data policies [8][10] - Players have expressed discomfort with the idea of their real-time dialogue being recorded and used for AI training, which contrasts with traditional gaming experiences [10] Group F: Industry Implications - The game represents a significant experiment in merging AI dialogue with gaming, but it has not yet achieved a deep integration of AI and traditional game mechanics [18][20] - The industry is witnessing a growing trend of AI integration in games, with a notable increase in the number of games utilizing generative AI technologies [18][20] - Despite being a niche offering, "Whispers from the Star" has garnered over 600 positive reviews on Steam, indicating a potential market for AI dialogue games [21]
中国以超三成占比稳居这个国家移动游戏市场第一来源国
3 6 Ke· 2025-08-06 03:36
Core Insights - The report titled "China Game Overseas Guide - France Edition" was jointly published by Gamma Data and the China Audio-Video and Digital Publishing Association Game Working Committee, providing insights into the French gaming market for Chinese companies looking to expand [1][2]. Market Overview - The French gaming industry is in a stable growth phase, with a market size projected at €5.7 billion (approximately ¥48 billion) in 2024, reflecting a year-on-year decline of 5.8% but still marking the second-highest historical value [2][6]. - France is the third-largest gaming market in Europe, with mobile gaming experiencing rapid growth [6][21]. Talent and Education - Over 60% of gaming professionals in France have at least five years of higher education, supported by a robust educational system that produces a significant number of skilled graduates annually [4][6]. Market Segmentation - The gaming market is characterized by three main segments: console games (45% market share), PC games, and mobile games, with mobile games surpassing PC games as the second-largest segment starting in 2023 [11][17]. - The console gaming market reached a historical peak in 2023, driven by the release of major titles, but is expected to decline by 18.9% in 2024 [13][15]. Tax Incentives - France has implemented a tax rebate policy for video games since 2008, with a deduction rate of 30% for qualifying games, resulting in a total tax reduction of €322 million from 2017 to 2023 [7][9]. Player Preferences - The primary demographic of gamers in France is aged 20-35, contributing 58% of total market revenue, while older players (50+) represent 10% of the gaming population [29][32]. - French players show a strong preference for historical-themed games, with local historical events resonating more with them [36][37]. Marketing and Localization - Effective marketing strategies, including media reviews and influencer promotions, significantly influence player purchasing decisions, with 82% of users indicating that media ratings affect their buying intentions [39][41]. - All games must adhere to the "French language first" principle, prohibiting the use of English terms in game content [46][44]. Growth Potential - The mobile gaming market in France is projected to reach €1.6 billion in 2024, with an annual growth rate of 8.2%, driven by the popularity of hyper-casual games and an increase in female and older players [21][25]. - China is the largest supplier of mobile games in France, holding over 30% market share, indicating significant opportunities for Chinese developers [6][27].
前圣塔莫尼卡工作室编剧表示游戏行业现状并不乐观
Sou Hu Cai Jing· 2025-05-05 06:31
Group 1 - The gaming industry is facing systemic issues leading to mass layoffs, studio closures, and stagnation in growth due to complex economic, technological, and demographic factors [1][2] - The industry's deep ties to stock market expectations for exponential growth are no longer feasible, with monetization models like free-to-play, battle passes, and microtransactions reaching saturation [3] - Global birth rates are insufficient to sustain the influx of new consumers that tech giants expect, indicating a demographic challenge for the industry [3] Group 2 - Major games like Fortnite, Call of Duty, and Minecraft are monopolizing player attention, reshaping consumer habits and sidelining smaller games and studios [3] - There is hope in independent studios like Larian Studios with Baldur's Gate 3 and Warhorse Studios with Kingdom Come: Deliverance, which have succeeded without investor pressure [4] - The industry is promoting smartphone apps and cloud gaming in developing countries more to appease investors than to enhance accessibility [3]