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《天涯明月刀》
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古龙研究中心落地杭州,当代年轻人还能爱上武侠吗
第一财经· 2025-11-25 06:29
2025.11. 25 本文字数:2120,阅读时长大约4分钟 作者 | 第一财经 吴丹 古龙(受访者供图) "我小时候是孤独的。"郑小龙说,古龙幼年时,也未曾得到来自爷爷的爱。他常听人说,父亲是一 个很正向的人,"他书里写的人,潇洒,爱朋友、爱酒、爱美人,这也许都是他寂寞孤独表现出来的 反差。我的个性跟父亲很像,会很正向地看待一件事情。" 郑小龙13岁学柔道,四次获世界警察和消防员运动会柔道金牌,担任过马英九贴近警卫。40岁之 前,他从没想过,有一天会跟父亲的著作、父亲的朋友有那么多牵连。快40岁时,父亲朋友告诉 他,古龙著作的版权在市场上过于混乱,他才决定以长子身份整理版权,"整个过程中,我经历过了 很多江湖的恩怨和利益的纠葛。" 封图 | 郑小龙翻看着父亲的书,想象着假如父亲来到这里,"应该会想要跟我喝一杯吧。"(吴丹拍摄) 与梁羽生、金庸并称"武侠三剑客"的古龙,在并不算长的写作生涯里,完成了近70部武侠小说,留 下李寻欢、陆小凤、楚留香、萧十一郎等个性鲜明的剑客形象。他那句"人在江湖,身不由己",至 今仍是流行金句。 今年是古龙逝世40周年。日前,在杭州市上城区笕桥幸福横塘里,总面积1300平米的古 ...
古龙研究中心落地杭州,当代年轻人还能爱上武侠吗
Di Yi Cai Jing· 2025-11-25 05:27
在古龙研究中心的三栋小楼里,有一间古龙书房陈列着不同年代、不同出版社的古龙著作。郑小龙说,青春期 时,他没有怎么看过父亲的作品。随着年纪渐长,很多父辈友人说起,他的个性跟父亲最像。2006年,他与同父 异母的两个弟弟叶怡宽、熊正达及其他亲人成立"古龙著作管理发展委员会",共同打理古龙作品版权。 随着古龙研究中心落地杭州,郑小龙打算未来在杭州与台北两地居住,把精力投入新的事业。在古龙研究中心的 规划中,这里将承接古龙授权业务,与游戏、影视产业联动。郑小龙说,武侠不是过去式,而是可以跨时代被重 新理解和开发的,"未来这里会办武侠文学的学术研讨,让喜欢古龙的人聚集过来,旁边会开古龙茶馆,如果反响 持续好的话,会开古龙餐馆,有酒有菜。" 古龙长子郑小龙说,他后半生的心愿,是用年轻人喜欢的方式,重新呈现古龙的江湖和他的武侠梦 与梁羽生、金庸并称"武侠三剑客"的古龙,在并不算长的写作生涯里,完成了近70部武侠小说,留下李寻欢、陆 小凤、楚留香、萧十一郎等个性鲜明的剑客形象。他那句"人在江湖,身不由己",至今仍是流行金句。 今年是古龙逝世40周年。日前,在杭州市上城区笕桥幸福横塘里,总面积1300平米的古龙研究中心落成,距 ...
艾瑞咨询:2025年中国游戏科技发展白皮书
Sou Hu Cai Jing· 2025-05-24 10:46
Core Insights - The report from iResearch highlights that game technology has become a core engine driving new productive forces, serving as both a testing ground for technological innovation and a universal interface for cross-domain empowerment [1][6][7]. Global Game Industry Overview - The global game industry revenue has grown from $66.3 billion in 2012 to an estimated $187.7 billion by 2024, with a compound annual growth rate (CAGR) of 9.1% [15][16]. - The user base of the global game industry is projected to increase from 2.03 billion in 2015 to 3.42 billion in 2024, reflecting a CAGR of 6% [17]. China's Game Industry Contribution - By 2024, China's game industry revenue is expected to reach 455.06 billion yuan, with a CAGR of 26.8% over the past two decades, showcasing strong growth momentum [28][29]. - The user base in China is projected to exceed 750 million by 2024, with a CAGR of 18.6% over the same period [28][29]. Self-Developed Games - Self-developed games have become a cornerstone of China's game industry, with their revenue share rising from approximately 60% in earlier years to over 80% recently, indicating significant progress in domestic innovation capabilities [30][31]. International Market Expansion - China's game industry has achieved over 100 billion yuan in overseas revenue by 2024, with North America, Japan, and South Korea being the core markets, accounting for 57.3% of this revenue [33][34]. Technological Advancements - Game technology encompasses a comprehensive system including game engines, artificial intelligence, and virtual digital humans, which enhance the realism and interactivity of gaming experiences [1][2][6]. - The integration of real-time rendering, generative AI, and extended reality technologies is expected to further advance, expanding the virtual and real-world integration [2][6]. Policy and Market Environment - The development environment for China's game industry is favorable, supported by government policies, economic stability, and a large consumer base, which collectively foster growth and innovation [35][36].
《天涯明月刀》主创离职背后:MMO 要往哪走?
雷峰网· 2025-03-03 12:03
Core Viewpoint - The departure of key personnel from Tencent's Polar Aurora studio, particularly the producer of "Tianya Mingyue Dao," highlights the challenges faced by MMORPGs in adapting to changing user demographics and market conditions [2][5][6]. Group 1: Personnel Changes - Yang Feng, the producer of "Tianya Mingyue Dao," and Gu Tingting, the market head, have left Tencent, which is significant given their high-level positions [2]. - Their departures are rumored to be linked to the unsuccessful implementation of a seasonal model in "Tianya Mingyue Dao Mobile," which saw a brief rise in rankings but subsequently fell out of the top 500 in sales [2][3]. - Gu Tingting's departure coincided with discussions about the need for MMORPGs to evolve to meet the expectations of different player demographics [6][8]. Group 2: Project Challenges - The new project "Glow," which was developed over three years with significant investment, ultimately failed despite substantial resources being allocated from the "Tianya Mingyue Dao" team [3]. - The internal dissatisfaction stemmed from both the failure to innovate under Yang Feng's leadership and the perceived inadequate financial rewards for the team [4][5]. Group 3: Market Dynamics - The article emphasizes that the MMORPG market is changing, with older players seeking nostalgia and younger players desiring quick, engaging experiences [6]. - The need for MMORPGs to adapt to these shifting player expectations is critical for future success [5][6].