《摇光录:乱世公主》
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连续扑街后,B站再发二游,霸榜港澳台,这次是萌娘表情包画风?能成吗?
3 6 Ke· 2025-10-14 01:53
Core Insights - The mobile game "Dudu Face Prank," developed by the Korean team Epid GAMES and published by Bilibili outside of Korea, launched internationally on October 9 and has achieved significant early success in various markets [1][2]. Market Overview - As of October 13, "Dudu Face Prank" ranks first on the iOS free charts in Hong Kong, Macau, and Taiwan, and second in Japan [3]. - The game accumulated over 320,000 downloads across both platforms within two days of its launch [5]. - Revenue generated in the first two days exceeded 2.16 million, excluding platform fees [6]. Game Features and Design - The game offers a "super-saturated welfare" system, providing players with 130 free draws upon login and a total of 300 draws in the first week, significantly more than typical offerings in the genre [8]. - Unique gameplay features include real-time interactive character customization using Live2D technology, enhancing user engagement through playful interactions [10]. - The game is designed for "casual play," with daily tasks taking only 15-20 minutes to complete, catering to players' fragmented time availability [10]. Marketing Strategy - The marketing campaign began in early September, with increased efforts on the launch day [12]. - Promotional materials focus on the game's core selling points: character interaction, high welfare offerings, and a cute aesthetic [14][20]. - The marketing approach emphasizes low-cost strategies, utilizing smaller influencers and social media platforms to maintain a balanced ROI [26]. Bilibili's Strategic Shift - Bilibili's decision to publish "Dudu Face Prank" reflects a strategic pivot from heavy-duty games to lighter, more casual offerings, addressing the growing demand for low-pressure gaming experiences [28]. - The game fills a gap in Bilibili's portfolio for lightweight games, complementing its existing heavy-duty titles [28]. - The potential for success in the Chinese market is promising, given the game's appeal to Bilibili's large user base and its compatibility with the platform's community-driven content [29].
“为了纸片人,我和男朋友分手了”
Hu Xiu· 2025-08-21 07:03
"这是我和他的一周年纪念日,请大家祝福我们吧。" 社交媒体上有许多这样的帖子,看起来再正常不过的情侣周年纪念贺词,配图是一幅画:男性多是来自游戏或动漫角色,女性是照着现实中的人绘制的。 评论区里充满"祝长久""好般配"之类的留言,像朋友间再正常不过的祝福,仿佛这两位跨越次元的人此刻真的紧紧挨在一起,给予彼此真实的、不可替代 的情绪价值。 和纸片人的关系,看似安全可控,既满足幻想,且似乎永不结束。但这单向的投入,终究映照着人们对真实关系的疲惫不安。完美是关系的表象,也可能 成为牢笼。本文来自微信公众号:新周刊 (ID:new-weekly),作者:张文曦,编辑:詹腾宇,头图来自:AI生成 在二次元人物身上找到陪伴感,将其视为独一无二的对象,已经是很常见的事。许多人会为自己和喜欢的二次元人物定制合照或书写故事,丰富原作设定 下的人物,完善被情绪紧密包裹的亲密叙事。 有人将这些"纸片人"视作失意时的精神支撑,有人将屏幕中的女孩当成一个稳定的朋友,有人为二次元恋人舍弃了现实中的亲密关系。在不同的需求中, 人们向二次元人物寻求那些极为宝贵的、现实中已经不易找到的精神力量。 一、二次元恋人的"支撑" 从ICU出来,孟风虹 ...
当一款停服游戏的“赛博墓碑”也被清空
Hu Xiu· 2025-07-03 06:18
Core Viewpoint - The article discusses the emotional and legal implications of game shutdowns, particularly focusing on the case of the game "Yao Guang Lu," where players feel a loss of connection and rights over their virtual assets after the game's official accounts were cleared and potentially sold [3][11][21]. Group 1: Game Shutdowns and Player Sentiment - Game shutdowns lead to a severed relationship between players and the game, often resulting in the game becoming a "cyber graveyard" for players to mourn [3][16]. - Players express their grief and nostalgia through social media, which serves as a digital memorial for the games they loved [5][16]. - The recent incident with "Yao Guang Lu" has sparked outrage among players, who feel betrayed by the clearing of the official social media accounts [12][14][20]. Group 2: Legal and Ownership Issues - The article highlights the ambiguity surrounding the ownership of virtual assets, questioning whether players truly own their accounts and in-game purchases [28][36]. - Legal frameworks, such as the Civil Code, recognize virtual property but the practical application remains challenging, as seen in the refund policies offered by the game's operator [31][33]. - The separation of usage rights and ownership rights creates dilemmas for players, as they must choose between retaining access to their accounts or receiving limited compensation [37][38].