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《黑色信标》新版本延迟五十天,今年二游集体进入压抑期?
3 6 Ke· 2025-08-27 02:52
正在外界对其传言纷纷时,8月25日,《黑色信标》官方发布了最新公告,公告表示,延迟1.2版本结束 时间至10月14日,迟到了整整五十天。 近期有消息显示,《黑色信标》明昼科技大楼搬迁。 之后很长一段时间,除了复刻活动之外没有任何新内容更新。 公告一出,社区更是引发跑路猜测。从国服上线4月28日至今短短四个月左右时间,如果真的如猜测所 言实在令人唏嘘。 | 评论 161 相关 只看作者 三 热门 | | --- | | 无名 | | 实在不行咱们出个陪伴服吧 | | 你要跑路的话吱个声,我有个心理准备 | | 98楼 · 昨天 19:36 回复 | | 白猫 | | 这不就是死了 就把性价比青和最强男角色拉出来复 | | 刻再圈最后一波吗 | | 110楼 · 昨天 21:07 回复 | | 家居哥 OPC MW | | 准备跑路的征兆。 | | 1,公司搬迁,人员缩减 | | 2,新版本不能稳定更新,延后。 | | 3,复刻跳过相对弱势的,先上强势人气高的角色。 | | 你就氪吧,欢迎补充。 | | 86 楼 · 昨天 18:21 回复 | | 灯列 22024年度报告 | | 永久月卡69 | | 昨天 2 ...
中国二次元市场5年翻番,原创IP崛起
日经中文网· 2025-08-10 00:33
Core Viewpoint - The Chinese secondary dimension market is expected to reach approximately 597.7 billion yuan in 2024, nearly double the size of 2019, driven by the growing popularity of domestic IPs and government support for their development [1][9]. Market Expansion - The market for character-related sectors such as animation and gaming in China is rapidly expanding, with a projected market size of about 12 trillion yen (approximately 580.5 billion yuan) in 2024, doubling from five years ago [1]. - The "BiliBili World" event in Shanghai attracted around 300,000 attendees over three days, indicating a significant increase in interest and participation in the secondary dimension culture [8]. Domestic IP Popularity - The popularity of domestic characters is on the rise, exemplified by the success of the animated film "Nezha," which grossed over 15.4 billion yuan during the Spring Festival, setting a record for Chinese box office earnings [12]. - The top trending IPs on China's second-hand trading platform include "Love and Deep Space" and "Identity V," showcasing the growing presence of Chinese IPs alongside popular Japanese works [15]. Government Support - The Chinese government is actively promoting the development of original IP brands, as outlined in the "Special Action Plan for Boosting Consumption," which emphasizes support for the animation, gaming, and esports sectors [14]. - Policies in Shanghai aim to revitalize tourism through IP and support the development of original IPs, reflecting a broader governmental strategy to enhance the domestic market [14]. Future Projections - The secondary dimension market in China is projected to expand to 834.4 billion yuan by 2029, driven by increased production and circulation of animation and gaming content, as well as the growth of emotional value consumption [9].
纽约仲夏 他们为“上海”而来 林肯表演艺术中心排起长队 从午后到深夜的十余场演出活动吸引约2万人次
Jie Fang Ri Bao· 2025-07-28 02:16
Group 1 - The "Shanghai Day" event at Lincoln Center attracted approximately 20,000 attendees, showcasing the popularity of Shanghai and Chinese culture through various performances and activities [1] - The original dance drama "White Snake" performed by the Shanghai Grand Theatre had its premiere in New York, with three shows reaching over 4,500 viewers, highlighting the cultural exchange between Shanghai and New York [2] - The event featured a variety of performances, including the Shanghai National Orchestra's "The Twelve Zodiac Animals," which engaged young audiences and sparked interest in traditional Chinese instruments [3] Group 2 - The "Tomorrow's Ark" music concert by Shanghai-based Eagle Horn Network attracted significant attention, with 1,600 tickets sold out online and an additional 800 available for on-site attendees, indicating strong international interest in the gaming music concert [4] - The "Magic City Garden Party" offered attendees a chance to experience traditional crafts and arts, further promoting Shanghai's cultural heritage [5] - The event included diverse performances such as street dance, jazz, and silent disco, emphasizing the cultural vibrancy of Shanghai and its international appeal [5]
《明末:渊虚之羽》发售引争议;《王者荣耀世界》先锋测试开启;姚润昊卸任多家公司法定代表人 | 氪游周报7.21-7.27
3 6 Ke· 2025-07-27 09:52
Group 1: Game Releases and Updates - The domestic 3A game "Mingmo: Yuanshu Zhi Yu" was globally released on July 24, developed by Chengdu Lingze Technology and published by 505 Games, with Bilibili Games as a co-publisher. The game is based on ancient Shu civilization and is a Cthulhu-themed ARPG [1] - The game faced controversy on its release day due to issues such as identical content in deluxe and standard editions, price discrepancies in different regions, and optimization problems, leading to a significant player backlash. The official response included an apology and a commitment to adjust prices and resolve optimization issues, resulting in the game's Steam rating improving from below 20% to 34% [1] - Tencent's TiMi Studio Group launched the PC beta test for "Honor of Kings World" on July 24, following a pre-download on July 23. This game is a derivative work of the popular Honor of Kings IP and has garnered significant market attention [3] Group 2: Industry Developments - Shanghai Qutong Network Technology Co., Ltd. released the simulation game "Mimimi Ha" on July 24, which combines floating island construction, pet raising, and cross-platform social features [5] - The National Press and Publication Administration announced the approval of 134 new games in July, including 127 domestic and 7 imported titles. A total of 884 domestic game licenses have been issued this year, indicating a phase of growth in the approval numbers, with June marking a record high [14] - Recent executive changes occurred at companies associated with Paper Games, with Yao Runhao resigning as the legal representative of multiple companies, while Yao Fei took over several positions, including legal representative and director [13]
2025上半年游戏行业杂谈:电梯到顶了
虎嗅APP· 2025-07-27 02:59
Core Insights - The first half of 2025 is marked by contradictions in the gaming industry, reflecting a significant shift from previous years characterized by economic cycles and market dynamics [4][6] - The gaming industry is experiencing a dual challenge of macroeconomic fluctuations and structural changes within the industry itself, leading to heightened anxiety among industry professionals [6][7] - The traditional AAA gaming model is undergoing a transformation, with rising development costs and a need for long-term operational strategies [10][12][13] Group 1: Industry Trends - The gaming industry is witnessing a polarization trend in the domestic market, with a shift towards "quick and fast" games and a resurgence of high-quality PC games during downturns [4] - The AAA gaming model is becoming unsustainable, with development costs reaching approximately $300 million, necessitating layoffs and studio closures as companies seek cost-cutting measures [10][11] - The rise of independent games is creating opportunities for smaller teams to thrive, as they capitalize on market gaps left by larger studios [5][13] Group 2: Investment and Financing - The capital flow in the gaming industry is drying up, forcing 2A and independent game teams to compress costs and adapt to a new funding landscape [13][14] - New investment models are emerging, combining early-stage funding with publishing capabilities to mitigate risks associated with early investments [14][16] - The shift towards project-based collaboration is becoming more prevalent, allowing developers to focus on game creation without the burden of long-term company operations [15][16] Group 3: Domestic vs. Overseas Markets - The gaming markets in China and overseas are diverging, with distinct consumer habits and cultural preferences influencing game design and monetization strategies [20][25] - Chinese players exhibit different spending behaviors compared to Western players, particularly in genres like match-3 games, where monetization remains low despite high engagement [25][26] - The gaming industry must adapt to these regional differences, as the traditional "West learns from East" approach is no longer sufficient [31] Group 4: Game Development and Innovation - The focus on core gameplay mechanics and player experience is becoming increasingly important, as developers seek to create games that resonate with modern players' expectations [48][51] - The industry is moving towards a model that emphasizes creating new demands rather than merely fulfilling existing ones, requiring a shift in project planning and execution [51] - The exploration of new gameplay styles, such as the integration of survival and crafting elements, is ongoing, but clarity in defining game genres is essential for success [41][44]
“双增”领跑游戏产业,上海集结“实力玩家”
Xin Hua Cai Jing· 2025-07-15 14:19
Core Insights - Shanghai's online gaming industry achieved remarkable growth in the first half of 2025, with sales revenue reaching 83.2 billion yuan, a year-on-year increase of 10.8%, marking a historical high [2][4] - The esports sector generated revenue of 3.254 billion yuan, growing by 6.91%, with Shanghai leading the nation in key metrics such as live streaming revenue and the number of high-level clubs [2][4] - The city is enhancing its global influence in the gaming industry, with significant spillover effects impacting traditional sectors through technology innovations like game engines and AI [2][4] Industry Performance - Domestic and overseas sales revenue growth rates for Shanghai's gaming industry were 10.7% and 11.12%, respectively [2] - The compound annual growth rate of Shanghai's overseas gaming sales revenue from 2015 to 2024 reached 20.32%, surpassing the national average [4] - The number of game-related projects in the national cultural export key project list increased from 6.2% in 2019 to 12.4% in 2025-2026 [4] Global Expansion - The Shanghai government introduced measures to facilitate foreign gaming companies' operations, potentially simplifying the approval process for game licenses [3] - Chinese gaming companies are increasingly focusing on global expansion, with overseas actual sales revenue for self-developed games projected to grow by 13.39% to $18.557 billion in 2024 [4] - Shanghai's gaming enterprises are building internationally influential IP systems, exemplified by the success of the mobile game "Girls' Frontline" in overseas markets [5][6] Challenges and Solutions - Chinese gaming companies face challenges such as intellectual property disputes and regulatory hurdles when entering global markets [6] - Industry organizations are forming alliances to assist gaming companies with compliance and operational processes for overseas expansion [6][7] - Shanghai plans to release guidelines for companies looking to enter international markets, along with establishing a research center to support overseas operations [7]
二次元巨物破圈,徐汇这个街区里藏着多少新玩法?
Xin Lang Cai Jing· 2025-07-08 22:56
Core Insights - The "Yuanjie Neo World" in Xuhui District, Shanghai, is a new landmark that merges gaming IP with real-world experiences, featuring a 1.9 km long metaverse street that integrates "metaverse technology + two-dimensional creativity + urban renewal" [1][19] - The area showcases large-scale installations from popular games, creating a unique "dimension-breaking" landscape that attracts fans and visitors [1][19] Group 1: Integration of Gaming and Urban Space - The street features iconic installations such as the 7-meter tall "Honkai: Star Rail" Sam Mecha and the giant dragon Bolukes, alongside other game-related sculptures, enhancing the area's appeal [1][5][7] - The integration of two-dimensional culture into urban infrastructure includes interactive elements like the "Xiu Xiu" mascot and themed urban furniture, blurring the lines between virtual and real [7][9] Group 2: Economic and Cultural Impact - The area is home to major gaming companies like Tencent, NetEase, and miHoYo, providing a strong IP foundation that drives foot traffic and fan engagement [9][19] - The "Yuanjie Summer Carnival" scheduled from July 18 to August 17 will feature various IP-themed activities, enhancing community participation and consumer engagement [12][19] Group 3: Innovation and Development - The Xuhui District aims to position the area as a hub for innovation and creativity, with the establishment of professional incubators to support game companies from inception to growth [17][18] - The collaboration between gaming companies and local businesses is expected to foster a co-creation ecosystem, encouraging fans to actively participate in the development of the area [9][19]
数娱工场 | 实探上海国际动漫月:三大漫展首度联袂,掀起全城次元风暴
Xin Hua Cai Jing· 2025-07-05 03:55
Group 1 - The 2025 Shanghai International Consumption Season was launched on July 4, featuring the first Shanghai International Animation Month, which includes a collaboration of three major anime exhibitions: CCG EXPO, Bilibili World, and ChinaJoy [1] - The 20th CCG EXPO showcased 480 exhibitors from various countries, including Japan, the Philippines, Singapore, France, and Russia, highlighting the global participation in the event [1][3] - Domestic two-dimensional content gained significant attention at the expo, with new Chinese comic publications and innovative games that incorporate traditional culture, such as the card game based on intangible cultural heritage [3] Group 2 - Bilibili World and ChinaJoy are set to open on July 11, with Bilibili World expanding its venue and ticket sales by 30% compared to last year, indicating strong demand [4] - ChinaJoy has 743 registered exhibitors, including 237 foreign companies from 37 countries, with over 30% foreign participation, showcasing the international appeal of the event [4] - Shanghai's digital culture industry is thriving, with online game sales reaching 155.8 billion yuan in 2024, a 7.8% year-on-year increase, and the industry has expanded eightfold over the years [5]
登顶畅销榜,造百亿富豪!二次元吸金太猛,游戏大厂扎堆布局
Sou Hu Cai Jing· 2025-07-03 14:38
Core Insights - The recent rankings highlight the strong performance of the ACG (Anime, Comic, and Game) industry, with miHoYo recognized as the company creating the most wealth, followed by its significant valuation in the unicorn list [2][3] Group 1: Financial Performance - MiHoYo has been identified as the company with the highest number of wealth creators, with a valuation of 180 billion yuan, ranking sixth among China's top unicorns [2] - In June, miHoYo's "Genshin Impact" and Paper Games' "Love and Deep Space" topped the iOS sales chart, with estimated weekly revenues of approximately 774.1 million USD and 711.3 million USD respectively [3] - Paper Games' iOS monthly revenue is estimated at 245.1 million USD, showing a 37.15% month-on-month increase, while miHoYo's revenue is estimated at 185.9 million USD, driven by "Honkai: Star Rail" and "Genshin Impact" [3] Group 2: Market Trends - The success of "Genshin Impact" has established a competitive landscape in the open-world gaming sector, transforming it from a blue ocean to a red ocean [4] - Major gaming companies are actively engaging in the ACG market, with new releases and updates driving renewed interest [6] - The user base for the "pan-ACG" market is projected to reach 503 million by 2024, with market size expected to grow from nearly 300 billion yuan in 2019 to 597.7 billion yuan by 2024 [7][8] Group 3: Industry Developments - New titles such as "Silver City" and "Victory Goddess: New Hope" are being launched, with the latter achieving over 100 million downloads on its first day [6] - The "pan-ACG" market is expanding, with significant growth in related sectors such as merchandise and IP licensing, indicating a robust consumer willingness to spend [8] - The collaboration between game IPs and commercial brands has shown promising results, with events like "Ming Chao x Pizza Hut" selling out quickly [8]
全国的二次元,最想搬到这座城
Hu Xiu· 2025-06-30 00:58
Group 1 - The article highlights the growing popularity of the "Bilibili World" (BW) convention in Shanghai, featuring renowned game producer Hideo Kojima as a guest, which has excited the anime and gaming community [1][2] - In 2024, all 250,000 tickets for the BW convention sold out instantly, indicating a significant demand that exceeded the number of available tickets by hundreds of thousands [2] - Shanghai is increasingly recognized as a "city of anime," with numerous events and themed activities attracting a large number of young people [3][2] Group 2 - The evolution of Shanghai's anime culture can be traced back to the "Wenmiao Animation Street," which transformed from a traditional market into a hub for anime-related products in the late 20th century [4][5] - The renovation of Wenmiao Street in 2021 led to the relocation of many anime shops, which subsequently spread anime culture throughout the city [5][6] - The emergence of anime-themed shopping centers, such as the "Bailian ZX Creative Park," has significantly boosted foot traffic and sales, with the park achieving sales of 300 million yuan and attracting 9.5 million visitors in 2023 [7][8] Group 3 - The transformation of traditional shopping malls into anime-themed spaces has become a trend, with several malls in Shanghai incorporating anime elements to attract customers [8][9] - The rise of the "anime economy" has led to the opening of flagship stores for major brands, enhancing the shopping experience for anime enthusiasts [11][12] - Shanghai's gaming industry is thriving, with major companies like Sony and Nintendo establishing a presence in the city, contributing to its status as a key market for international game developers [11][12] Group 4 - The article emphasizes the integration of anime culture into everyday life in Shanghai, with more people engaging in outdoor activities related to anime, such as cosplay [10][14] - Events like the "Star Rail LIVE" concert demonstrate the strong community engagement and popularity of anime-related activities in the city [15] - The article concludes that anime culture has transitioned from a niche interest to a significant aspect of urban life in Shanghai, reflecting the city's progressive and inclusive nature [18]