《完蛋!我被美女包围了》
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陷入寒冬的影视圈,要被小成本游戏盘活了?
3 6 Ke· 2025-12-23 11:22
题图 / 江山北望 "不务正业"的影视公司们 11月21日至26日,上市影视公司欢瑞世纪的股价连收四个涨停板,盘中股价9.75元达近八年新高。这一表现,得益于该公司在AI+短剧+游戏方面的探索。 欢瑞世纪旗下凤麟互娱主投并出品的互动影游《江山北望》于11月20日上线,3个小时冲进国区畅销榜前十,后续最高同时在线人数突破1万。第三方分析 平台Gamalytic统计,Steam预估销量约13万套,销售额120万美元,尽管从销量来看该作并非大爆款,可93%的玩家好评率足以说明现有玩家对作品的高度 认可。 作为典型的互动影游,《江山北望》集真人影视的叙事属性、游戏的交互属性于一体,而且据主创采访,AI技术为梳理剧情逻辑提供了帮助。可以说, 这一娱乐内容形态集结当下几大行业热点,推动欢瑞股价连续涨停。而欢瑞显然已经将互动影游视为新的业务方向,此前它投资过《完蛋!我被美女包围 了》续作,接下来还有《我的机器人女友》等待发售。 未来押注互动影游的影视公司也不只是欢瑞一家,《江山北望》导演执导的《绍宋》已经开机,剧情改编自阅文头部IP,出品方为打造《凡人修仙传》的 万维猫动画。看好互动影游影视公司越来越多,这里既展现出技术融 ...
销量超一百万套,《盛世天下》凭什么?
3 6 Ke· 2025-10-10 12:13
Core Insights - The interactive game "盛世天下" has achieved significant success in both sales and quality since its launch on September 9, with over 1 million copies sold and nearly 400 million yuan in revenue [2][10] - The game has topped various app store charts in China and received positive reviews on platforms like Steam and TapTap, indicating strong market reception [2][3] Sales Performance - "盛世天下" ranks first in paid applications and entertainment categories on iOS in mainland China [2] - The game has generated approximately 400 million yuan in revenue based on its selling price of 39 yuan per copy [2] Market Context - The success of "盛世天下" follows the popularity of another interactive game, "完蛋!我被美女包围了," which previously dominated the Steam sales charts [3] - The interactive film game genre has seen a rise in interest, with "盛世天下" providing a new path for domestic interactive film works [3][10] Production Quality - The game has improved upon previous interactive titles in terms of production quality, featuring a well-structured narrative and engaging visuals [5][6] - The script, developed over a year, consists of over 300,000 words and offers approximately 1200 minutes of gameplay [6] Marketing Strategy - "盛世天下" has employed a comprehensive marketing strategy across multiple platforms, including social media and partnerships with brands, leading to significant online engagement [8][9] - The game has achieved over 1.2 billion in topic heat across various platforms, indicating a successful promotional campaign [8] Industry Outlook - The interactive film game sector is gaining traction in China, with "盛世天下" contributing to a growing market presence [10] - The game's profitability and the increasing number of interactive titles suggest a promising future for the genre in the domestic market [10]
女性向真人影游的春天,终于要来了?
3 6 Ke· 2025-10-09 10:59
Core Insights - The article discusses the significant impact of the interactive game "The Queen's Game: Prosperous World" on the female-oriented gaming market in China, highlighting its commercial success and the challenges it faces due to player backlash and historical controversies [1][3][5]. Sales Performance - As of September 30, "The Queen's Game" achieved an 83% positive rating on Steam and topped the Apple iOS entertainment paid chart since its launch on September 9. By September 22, it sold over 1 million copies across all platforms, generating over 39 million yuan in revenue based on its official price of 39 yuan per copy [1][3]. Market Dynamics - The game represents a milestone in the female-oriented interactive gaming sector, which has historically been dominated by male-oriented products. Prior to "The Queen's Game," attempts to create female-oriented interactive games often resulted in low-quality, low-cost productions that failed to resonate with players [5][7][11]. Industry Trends - The male-oriented interactive game market has seen significant success, with titles like "I'm Surrounded by Beauties" selling 2 million copies and generating over 300 million yuan in revenue. In contrast, the female-oriented market has struggled to produce similar hits, with many products failing to meet player expectations [7][11][15]. Content Quality - "The Queen's Game" has been noted for its high production quality, including well-crafted narratives and character development, which contrasts with the generally low-quality offerings in the female-oriented interactive game space. The game consists of 16 episodes, each designed to keep players engaged with cliffhangers and strong female character portrayals [16][18][20]. Future Prospects - The article suggests that the future of female-oriented interactive games hinges on balancing narrative depth with gameplay mechanics. The success of "The Queen's Game" could pave the way for more innovative and engaging content in this genre, provided that developers focus on creating high-quality narratives rather than merely replicating male-oriented gameplay formulas [20][21][25].
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
阿尔法工场研究院· 2025-07-02 11:03
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].