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销量超一百万套,《盛世天下》凭什么?
3 6 Ke· 2025-10-10 12:13
作者|兰杰 编辑|乔芊 自9月9日上线以来,经历了一个月的发酵,真人影视互动游戏《盛世天下》媚娘篇(以下简称《盛世天 下》)已经验证了从销量到质量上的成功。 根据点点数据,在中国大陆iOS端,这款游戏迄今仍位列付费应用榜和付费娱乐榜的TOP1。 9月22日,《盛世天下》制作团队官宣,游戏全平台总销量现已超过一百万套。游戏采用买断制的发行 模式,按照39元的售价来算,这意味着《盛世天下》已经取得了近4000万的收入。 真人影视互动游戏,指的是由真人演绎,玩家可以通过游戏内提供的不同选择,决定故事发展方向和人 物结局的游戏。《盛世天下》以武则天的生平经历为原型,分为"媚娘篇"和"女帝篇"两部,如今上线的 《盛世天下》媚娘篇,讲述了主人公如何在遍布危险的后宫之中生存下来的故事。 更早之前,《盛世天下》还曾登上过香港、澳门、新加坡等地区和国家的苹果商店娱乐付费榜榜首,蝉 联TapTap新游榜、微信人气手游榜的Top1。难得的是,游戏还在全球最大PC游戏平台Steam上超5000条 评论中获得了"特别好评"的评价,在TapTap上的评分也有7.7分。 《盛世天下》之前,另一部在国内掀起如此大规模讨论的真人影视互动游戏, ...
女性向真人影游的春天,终于要来了?
3 6 Ke· 2025-10-09 10:59
截至9月30日,《盛世天下》在Steam上好评率达到83%,自9月9日上线以来,连续多日位居苹果iOS娱乐付费榜第一。根据官方信息显示,截至9月22日, 《盛世天下》在全平台(包含海外)已超过100万套。若仅按照官方售价39元统计,全平台销售额也已经突破3900万元。目前,该游戏定价也已结束捆绑 销售、折扣价,恢复到49元/套。 目前来看,《盛世天下》称得上是国内女性向真人互动影游的一座里程碑。不过,随着上篇《媚娘篇》的落幕,尽管下篇《女帝篇》还未面世,却已经八 百倍速提上了被玩家抵制的日程。 尤其是9月29日,B站头部UP主"万灵缝合厂"在9月11日所发布的二创视频的简介中,提到武则天"但凡当个人这俩盛世(贞观、开元)就连在一起了"的言 论持续发酵,引起玩家、历史爱好者抗议,其更在质疑声中表示"这是甲方的客观立场",直至9月29日发布声明向各方道歉。同时,关于《女帝篇》预告 中,if线给到女主不当皇帝的"新世界"选项,也在互联网上掀起一波"是否要给武则天不当皇帝的自由"讨论。 近期游戏圈的现象级黑马,非刷爆中文社媒的真人互动影游《女王的游戏:盛世天下》上篇《媚娘篇》(以下简称《盛世天下》)莫属。 那么,从长 ...
在这款宫斗游戏里,我真的活不过第一集
3 6 Ke· 2025-09-27 08:17
Core Insights - The article discusses the impact of the interactive film game "盛世天下" (Shengshi Tianxia) on the gaming industry, highlighting its unique approach to storytelling and gameplay mechanics [1][3][32] - The game has achieved significant commercial success, selling over 1 million copies within 12 days of its release, indicating a strong market demand for interactive film products [32][33] Group 1: Game Overview - "盛世天下" is an interactive film game that allows players to control a female protagonist based on the historical figure Wu Zetian, focusing on her rise in the imperial court [3][7] - The game emphasizes a survival theme within an ancient workplace setting, contrasting with typical action or adventure games [7][9] - Players experience a high level of difficulty, with frequent character deaths and the need for strategic decision-making, which enhances the game's challenge [10][12] Group 2: Production Quality - The production team, New One Studio, is recognized for its previous work on "隐形守护者" (Invisible Guardian), which sets a high standard for quality in interactive films [1][27] - The game features impressive costume and set design that reflects the Tang Dynasty, contributing to an immersive experience for players [21][27] - While the game has some minor bugs and inconsistencies, the overall quality of cinematography and acting is praised, indicating a commitment to high production values [23][28] Group 3: Market Position and Future Prospects - "盛世天下" has entered a market where interactive film products are often viewed as declining, yet it has managed to stand out and attract a diverse audience [39][40] - The game's success may influence the future of interactive films, as it demonstrates that there is still a viable market for well-developed content in this genre [39][40] - The anticipation for the upcoming "女帝篇" (Empress Chapter) suggests that the studio is planning to expand the narrative, which could further enhance player engagement and sales [28][33]
长剧得不到的男人,让真人影游抓住了?
3 6 Ke· 2025-08-14 09:44
Core Insights - The competition among video streaming platforms for male audiences has intensified, with adaptations of popular male-oriented IPs often failing to meet expectations [1] - The rise of interactive live-action games has created a stable content avenue, with a diverse range of themes and improved production quality expected by 2025 [3] - Male audiences have developed more refined tastes, seeking complex emotional experiences rather than simplistic narratives [4] Group 1: Industry Trends - The interactive live-action game genre has seen significant growth, with successful titles like "捞女游戏" (later renamed "情感反诈模拟器") showcasing the potential for diverse storytelling [3][5] - The genre is evolving beyond traditional romance themes, incorporating elements of social issues and complex character dynamics [6][10] - Historical-themed interactive games, such as "明末·伐定天下," are gaining traction, indicating a shift towards more ambitious storytelling and production values [11][25] Group 2: Audience Preferences - Male audiences are increasingly discerning, valuing plot pacing, character depth, and gameplay mechanics, which reflects a shift in consumption patterns [4][20] - The success of titles like "捞女游戏" demonstrates that players appreciate nuanced character interactions and emotional complexity [5][6] - The interactive format allows players to engage with narratives that are otherwise difficult to experience in real life, enhancing the appeal of these games [4][20] Group 3: Market Dynamics - The interactive live-action game market is becoming a viable alternative for content creators in the face of challenges in traditional media [20] - The genre is attracting a dedicated male audience, with established consumption habits forming around these interactive experiences [20] - Future developments in the genre may include adaptations of popular web novels, which could further align with male audience preferences [25]
五个「捞女」,掏空全球直男钱包
商业洞察· 2025-07-03 08:19
Core Viewpoint - The article discusses the rise of the game "Emotional Anti-Fraud Simulator," which initially launched as "Lao Nu Game" and quickly became a sensation, sparking controversy and discussions about its themes and implications in society [2][3][4]. Group 1: Game Overview and Reception - The game, which involves themes of emotional fraud and revenge, has sold over 1 million copies on Steam, generating more than $4.3 million in revenue by June 30, 2025 [3]. - The initial controversy surrounding the game's title and content contributed to its popularity, leading to a rapid rebranding and significant media attention [2][3]. - The game is noted for its immersive storytelling and high production quality, with real-life events influencing its narrative, enhancing player engagement [11][14]. Group 2: Industry Trends and Market Potential - The success of "Emotional Anti-Fraud Simulator" reflects a growing trend in the interactive gaming industry, particularly in the realm of romance and emotional themes, with over 30 similar games launched in 2023 [20][21]. - The game demonstrates the potential of male consumer spending, as it recouped its development costs within five days, highlighting a shift in male consumer behavior towards self-focused spending [24][28]. - The rise of "He Economy" indicates a new growth point in consumer spending, with brands increasingly targeting male consumers through specialized products [29].
“捞女游戏”上线5天回本,精准命中男性消费力
Core Viewpoint - The article discusses the rise of the game "Emotional Fraud Simulator," which has sparked significant controversy and interest, reflecting deeper societal issues related to male consumer behavior and emotional experiences in the context of modern relationships [2][4][49]. Group 1: Game Overview and Reception - "Emotional Fraud Simulator" was initially launched as "Diving Girl Game" and quickly became a hit, selling 100,000 copies on Steam and generating over $4.3 million in revenue by June 30, 2025 [7]. - The game has been criticized for its portrayal of women, with some media labeling it as misogynistic, while others praise it for addressing real-life issues of emotional fraud and manipulation [6][16]. - The game's narrative allows players to experience a form of virtual revenge against emotional scams, resonating with many players who feel wronged in real life [26][12]. Group 2: Industry Trends and Consumer Behavior - The success of "Emotional Fraud Simulator" highlights the potential of male consumer power, as it recouped its costs within five days of launch [40]. - The gaming industry has seen a surge in interactive narrative games, with over 30 new titles released in 2023, primarily focused on romance and emotional themes [32]. - There is a growing trend of male consumers shifting their spending towards self-improvement and personal interests, as evidenced by increased sales in gaming equipment and male grooming products [45][46]. Group 3: Societal Reflections - The game reflects broader societal issues, such as the decline in marriage and birth rates, and the emergence of a "lonely economy" where individuals seek fulfillment through virtual experiences [48]. - The incorporation of real-life events and characters in the game enhances its relatability and emotional impact, making it a unique product in the gaming market [22][25]. - The article suggests that the popularity of such games should prompt a deeper examination of the underlying societal problems rather than being viewed solely as entertainment [49].
《捞女游戏》应该拥有存在的权利
Hu Xiu· 2025-06-25 05:49
Group 1 - The article discusses the controversy surrounding a game initially titled "捞女游戏" (Fishing for Women), later renamed "情感反诈模拟器" (Emotional Fraud Simulator), which has sparked debates about gender representation and societal issues [5][7][8] - The game features a male protagonist who seeks revenge against women who exploit men emotionally and financially, which has led to polarized reactions from different demographics [12][13] - Critics argue that the game perpetuates negative stereotypes about women, while supporters claim it serves as an educational tool against emotional fraud [7][8][15] Group 2 - The article highlights the broader implications of the game's narrative, suggesting that it simplifies complex social issues into a gender conflict, which may not accurately reflect reality [15][17][21] - It emphasizes that artistic expressions, including games, should not be expected to provide precise social analyses, as they often reflect exaggerated realities for storytelling purposes [22][25] - The author expresses a desire for individuals to engage with their interests without interference from opposing views, suggesting that separation may lead to a better understanding over time [29][31][32]
现在是游戏板块牛市的起点吗?
格隆汇APP· 2025-06-22 10:01
Core Viewpoint - The recent launch of the interactive game "Emotional Fraud Simulator" (formerly known as "Lao Nu Game") on the Steam platform has sparked significant controversy, yet it achieved impressive sales, ranking second in the domestic market and eighth globally on its first day, indicating strong player interest in innovative game themes [1]. Content Development - The popularity of games like "Lao Nu Game" and "I Am Surrounded by Beauties" reflects the diversification of content and forms in domestic games [3][2]. - Historically, domestic games focused on themes such as fantasy, martial arts, and historical warfare, with early games primarily involving monster fighting and leveling up [4]. - The game "I Am Surrounded by Beauties" utilizes real-life interactive video to create a modern urban story filled with romance and adventure, providing an immersive experience for players [5]. - "Lao Nu Game" addresses the social issue of emotional fraud, presenting a unique perspective that is rare in previous game themes [5]. - Prior to its launch, "Lao Nu Game" generated significant discussion on social media, with related topics reaching millions of views, indicating widespread interest beyond just gamers [5]. - The traditional game formats of 3D modeling and 2D hand-drawing are being challenged by new forms like real-life interactive video, which blurs the lines between gaming and film, enhancing player engagement [5]. - The domestic gaming industry is no longer confined to a single competitive lane, with various niche segments emerging, including independent games that gain popularity through word-of-mouth despite lacking major promotional resources [6]. Market Performance - The game "Black Myth: Wukong" achieved over 10 million global sales within three days of its launch and surpassed 20 million sales within a month, showcasing the strength of Chinese games [7]. - Since 2020, the annual sales revenue of self-developed digital games from China in overseas markets has consistently exceeded 100 billion RMB, with nearly half of the revenue coming from established gaming markets like the US and Japan [7]. - Chinese game developers are diversifying their distribution channels, utilizing social media and live streaming platforms for promotion, which enhances game visibility through various interactive topics [7]. - The future of the Chinese gaming industry appears promising, with continuous innovation in both content and form, providing players with unprecedented experiences [7]. - The Chinese gaming sector is making strides in the global market, aiming to create more internationally influential game brands and secure a more significant position in the global gaming industry [7]. Future Outlook - There is an expectation for more game companies to release a variety of high-quality games in the near future, with recent inflows of capital into the gaming sector suggesting a potential bullish market for gaming stocks [8].
狂赔一整年,但真人恋爱影游仍是好生意丨 游戏风向标
36氪· 2025-03-22 10:18
Core Viewpoint - The article discusses the rise and challenges of the interactive romance game industry, particularly focusing on the success of "I’m Surrounded by Beauties!" and its sequel, highlighting the market dynamics and player expectations [4][6][10]. Group 1: Market Performance - "I’m Surrounded by Beauties!" sold 1.9 million copies and generated over 80 million yuan in revenue within its first year [4]. - The game continues to sell tens of thousands of copies monthly, indicating sustained interest [4]. - In contrast, its sequel, "The Prequel," launched with a 75% approval rating, which later dropped to 69%, reflecting a decline in player reception [5]. Group 2: Industry Trends - The interactive romance game sector has seen over 60 new titles on Steam in 2024, but 90% of these games sold fewer than 2,000 copies, indicating a highly competitive and saturated market [5]. - The success of "I’m Surrounded by Beauties!" has created a perception that "borderline content can be profitable," leading to a proliferation of similar games [5][6]. Group 3: Player Expectations - Players express a desire for emotional engagement and validation through these games, often seeking experiences they feel are lacking in real life [12][45]. - The article suggests that male players often equate in-game benefits with affection, indicating a complex relationship between desire and emotional fulfillment [16][18]. Group 4: Creative Approaches - The article notes that while many new titles follow the "borderline" trend, some creators are attempting to innovate within the genre, such as "Sweetheart AI Capture Plan," which combines romance with mystery [22][25]. - However, despite positive reviews, innovative titles struggle to gain traction, suggesting that players prefer traditional romantic narratives over complex storylines [25][29]. Group 5: Gender Dynamics - The article highlights a growing market for female-oriented games, yet emphasizes that the demand for male-targeted content remains significant, with interactive romance games filling a gap for male players seeking emotional connection [36][44]. - The male player demographic on platforms like Steam remains dominant, with over 70% of users being male, indicating a sustained interest in content that resonates with their experiences [46].