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《明日方舟:终末地》
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玩不到「终末地」的我,感觉身上有蚂蚁在爬丨玩点好的
3 6 Ke· 2025-11-19 06:41
Core Insights - The article discusses the evolution and innovation of four prominent gaming companies in Shanghai, known as the "Four Little Dragons," namely Mihayou, Eagle Horn, Paper Games, and Lilith, emphasizing their unique paths and the importance of innovation in the gaming industry [1][3]. Group 1: Innovation and Development - Eagle Horn's upcoming game, "Arknights: End of the World," has generated significant anticipation, highlighted by its nomination for "Best Mobile Game" at the Cologne Game Show before its release [5][11]. - The development team has focused on player feedback throughout the testing phases, leading to substantial improvements in the game [3][15]. - The game aims to implement a multi-platform, multi-language release strategy, showcasing a long-term vision for its development [5][11]. Group 2: Artistic and Technical Achievements - The game features a unique blend of 2D and 3D art styles, striving for a "two-dimensional realistic style" that enhances the visual experience [9][31]. - The rendering capabilities are impressive, with character models reaching 80,000 to 100,000 polygons on PC and PS5, which is 50%-100% higher than typical market offerings [11][34]. - The design incorporates intricate details, such as realistic material effects and character interactions, enhancing immersion and player engagement [36][38]. Group 3: Market Positioning and Future Outlook - "Arknights: End of the World" is positioned as a unique product in the market, with a strong authorial design approach that differentiates it from mainstream offerings [17][34]. - The game integrates elements of Chinese culture and futuristic themes, presenting a cohesive narrative that appeals to both new and existing fans of the franchise [29][31]. - The development team's commitment to quality and innovation suggests a promising future for the game, potentially setting new trends in the industry [33][40].
游戏展会背后的游戏经济密码
3 6 Ke· 2025-11-10 11:45
Core Insights - The number and scale of offline gaming-themed events have significantly increased this year, showcasing broad economic and social impacts, with attendance at events like ChinaJoy exceeding 400,000 and participation from nearly 800 companies across various sectors [1][3][31] - Game exhibitions have evolved into comprehensive economic ecosystems, driving new productivity through technology releases, cross-industry collaborations, and consumer engagement, with major players like Xbox, Nintendo, and Tencent showcasing a plethora of products [3][5][25] - The integration of advanced technologies such as AI, XR, and cloud computing into gaming exhibitions highlights their role as platforms for future digital innovations, with events like ChinaJoy introducing next-generation entertainment experiences [5][25][28] Industry Trends - Game exhibitions are becoming vital platforms for non-gaming companies to penetrate Gen Z culture, with traditional brands successfully launching gaming IP collaborations to attract younger consumers [7][25] - The rise of independent games is notable, with the number of showcased indie titles at events like BW tripling compared to four years ago, reflecting a diverse and vibrant gaming ecosystem [3][5] - The global gaming market is projected to reach $188.8 billion in 2025, with a 3.4% year-on-year growth, indicating a robust demand for gaming products and experiences [31][33] Economic Impact - Game exhibitions are pivotal in driving local economies, with events like ChinaJoy generating approximately 661 million yuan in surrounding service consumption, and the Cologne Game Show transforming the city into an immersive entertainment space [33][34] - The synergy between gaming and urban economies is evident, as gaming events stimulate related sectors such as hospitality and transportation, creating significant multiplier effects [33][34] - The cultural significance of gaming is growing, with events fostering community engagement and youth culture, as seen in the popularity of esports and gaming-related activities [35][38] International Dynamics - Chinese gaming companies are increasingly participating in international exhibitions, with nearly 110 firms attending the Tokyo Game Show in 2025, marking a significant rise from previous years [12][28] - The differentiation between domestic and international gaming events is becoming more pronounced, with overseas shows like Gamescom emphasizing high internationalization and technological foresight, while domestic events focus on user experience and market conversion [28][30] - The evolution of gaming exhibitions from product showcases to cross-industry platforms reflects the growing importance of gaming as a cultural and economic driver in the digital age [29][30]
游戏展会背后的游戏经济密码
腾讯研究院· 2025-11-10 11:08
Core Viewpoint - The gaming industry is experiencing significant growth, with offline gaming events becoming key drivers of economic and cultural influence, showcasing a vibrant ecosystem that connects various sectors and demographics [2][36]. Group 1: Growth of Gaming Events - The number and scale of gaming-themed offline events have significantly increased, with over 400,000 attendees at ChinaJoy and nearly 800 companies participating, including traditional brands entering the youth market [2][7]. - Major gaming exhibitions like Tokyo Game Show and Gamescom have seen substantial participation, with the latter attracting 35.7 million visitors from 128 countries, highlighting the global appeal of gaming [2][4][12]. - The rise of independent games is notable, with the number of independent game exhibitors at BW increasing more than threefold compared to four years ago, reflecting the diverse and dynamic nature of the gaming industry [4][5]. Group 2: Technological Integration - Gaming exhibitions are becoming platforms for showcasing future digital technologies such as AI, XR, and cloud computing, with events like ChinaJoy introducing innovative experiences like smart entertainment robots and brain-machine interfaces [5][27]. - The integration of cutting-edge technologies is driving new productivity in the gaming sector, with companies like NVIDIA presenting advanced rendering technologies and AI solutions at these events [5][27]. Group 3: Cross-Industry Collaboration - Non-gaming companies are leveraging gaming exhibitions to tap into Gen Z culture, with brands like Old Fengxiang and Yadi launching co-branded products to connect with younger consumers [7][27]. - The presence of global brands such as LEGO and Disney at gaming events underscores the economic value of the "gaming plus" cross-industry model, enhancing brand visibility and engagement [7][27]. Group 4: Economic Impact - Gaming events are becoming vital for urban economies, generating significant ancillary spending in areas like food, accommodation, and transportation, with ChinaJoy alone driving approximately 661 million yuan in surrounding service consumption [39][40]. - The gaming industry is projected to reach a global market revenue of $188.8 billion by 2025, with a user base of 3.6 billion gamers, indicating a robust growth trajectory [36][38]. Group 5: Cultural Significance - Gaming is increasingly recognized as a cultural cornerstone for youth, fostering community and identity through unique cultural practices and social interactions at events [40][42]. - Events like ChinaJoy and KPL finals are not only entertainment spectacles but also serve as platforms for cultural expression and community building among young audiences [40][42].
鹰角《明日方舟:终末地》将启动新一轮测试;卡普空《怪物猎人》新作开启预购|游戏早参
Mei Ri Jing Ji Xin Wen· 2025-11-02 22:35
Group 1 - Capcom announced the pre-order for "Monster Hunter Stories 3: Fate of the Twin Dragons," set to release on March 13, 2026, across multiple platforms including PlayStation 5, Xbox Series X|S, Nintendo Switch 2, and PC, reflecting strong confidence in the "Monster Hunter" IP [1] - The game is priced at 298 yuan for the standard edition, 388 yuan for the deluxe edition, and 428 yuan for the premium deluxe edition, indicating the company's deep exploration of the IP's value [1] - The cross-platform release strategy aims to maximize user coverage and may set a benchmark for the industry, promoting the trend of multi-platform releases for high-quality content [1] Group 2 - Eagle Horn announced that "Arknights: End of the World" will enter a comprehensive testing phase on November 28 for PC and mobile, with recruitment for testers now open [2] - This testing phase is a paid test, which will help validate the game's core gameplay and monetization model ahead of its official launch [2] - The testing dynamics from leading companies are crucial for observing market trends, and feedback may influence investor sentiment towards the two-dimensional and strategy game sectors [2] Group 3 - Tencent's "Light and Night of Love" has launched its HarmonyOS version, supporting devices with HarmonyOS 5 and above, allowing players to retain their account data from the Android version [3] - This launch positions Tencent's game as a benchmark for female-oriented games adapting to the Harmony ecosystem, supporting the development of the Harmony system [3] - The move is expected to accelerate the migration of other game developers to the Harmony ecosystem, reshaping the application distribution landscape [3]
游戏出海新风口:小游戏杀疯,乙游陷低谷
Hu Xiu· 2025-10-02 08:38
Group 1 - The Tokyo Game Show 2025 opened on September 25 in Chiba, Japan, attracting significant attention and long queues for popular games [1] - Chinese games have gained notable popularity overseas, with titles like "Black Myth: Wukong" winning prestigious awards and Tencent's "Delta Force" mobile game registering over 10 million users within four days of its global launch [10][11] - The gaming industry is witnessing new trends in overseas expansion, with a surge in the popularity of "mini-games" in the SLG (Strategy and Simulation Games) sector [12] Group 2 - "Whiteout Survival," a mini-game, achieved over $3.3 billion in cumulative revenue within two years of its overseas launch, showcasing a new trend in the SLG market [13][15] - The game has a retention rate of 42% and a monthly retention rate of 8%, significantly higher than the average for SLG games [15] - The success of "Whiteout Survival" is attributed to its innovative gameplay that combines light and traditional SLG elements, appealing to a broader audience [20][25] Group 3 - The female-oriented game "Love and Deep Space" achieved significant success, generating nearly 6 billion RMB in revenue globally, with 64% coming from the Chinese market [38] - Despite its success, the game has seen a 73% decline in revenue in the 34th week of 2025 compared to the previous week, indicating potential issues with gameplay engagement [42] - The decline in interest may be due to a lack of updates and engaging content, as well as competition from other entertainment forms like K-pop [44][48] Group 4 - The overseas revenue of Chinese self-developed games reached $18.557 billion in 2024, accounting for nearly 40% of the domestic market's actual sales revenue [55] - Major players like Tencent, NetEase, and DianDian Interactive are leading the market, with Tencent focusing on localization and industrialization through numerous investments [56][57] - The gaming industry is experiencing a significant increase in the number of Chinese companies in the global market, with 32 Chinese publishers making it to the top 100 global mobile game publishers list [66][67]
小游戏起飞,“二次元男友”遇冷,游戏出海又有新风向了?
Xin Lang Cai Jing· 2025-10-02 07:13
Core Insights - The 2025 Tokyo Game Show has seen significant attendance and interest in both domestic and international games, highlighting the growing popularity of Chinese games abroad [1][2][4] - Chinese games have made notable achievements in international markets, with several titles receiving awards and achieving high user engagement [4][20] - The gaming industry is experiencing a shift towards "mini-games" and innovative marketing strategies, which are proving successful in retaining users and generating revenue [5][10][24] Group 1: Event Highlights - The Tokyo Game Show 2025 opened on September 25, attracting large crowds and long queues for popular titles like "Persona 3 Reload" and "Nintendo Switch 2" [1] - Domestic Chinese games also drew significant attention, with players struggling to secure demo tickets for titles like "Arknights: End of the World" [2] Group 2: Chinese Games' International Success - "Whiteout Survival" has achieved over $3.3 billion in revenue within two years of its overseas launch, showcasing the potential of Chinese strategy games in international markets [5] - The game has a retention rate of 42% and a monthly retention rate of 8%, significantly higher than the average for similar games [5] - "Kingshot," another SLG game, generated $75 million in revenue within four months of its launch, indicating a trend of successful mini-games in the market [5][6] Group 3: Marketing and User Engagement - The success of "Whiteout Survival" is attributed to its innovative gameplay that combines light and heavy SLG elements, enhancing user retention [6][8] - The game has successfully attracted a diverse player base, with over 20% of its users being female, breaking traditional gender norms in the SLG genre [8] - Marketing strategies have evolved, with games utilizing platforms like TikTok and YouTube for targeted advertising and local cultural integration [10] Group 4: Performance of Otome Games - "Love and Deep Space" has set a record for Chinese otome games, generating nearly 6 billion RMB globally, with 64% of revenue from the Chinese market [11][13] - Despite its success, the game has faced a decline in revenue, with a 73% drop in the week following its peak [14][16] - The game's lack of engaging content and updates has led to player dissatisfaction, impacting its overall performance [16] Group 5: Industry Growth and Future Prospects - In 2024, China's game export revenue reached $18.56 billion, accounting for nearly 40% of the domestic market, reflecting significant growth over the past decade [20] - Major companies like Tencent and NetEase are leading the charge in overseas markets, focusing on localization and strategic investments [20][21] - The gaming industry is witnessing a diversification of successful titles, with both "mini-games" and high-quality productions finding their place in the global market [27][28]
大作对轰,怒排三小时:中国厂商在日本像打了鸡血
3 6 Ke· 2025-09-26 04:08
Core Insights - The Tokyo Game Show (TGS) 2025 has set a record with over 1,100 exhibitors and more than 4,100 booths, marking the largest scale in its history [3] - Chinese game developers showcased significant advancements, with many titles gaining attention even before reaching the main venue [5][6] - The event highlighted the growing competitiveness of Chinese games in the global market, particularly in the anime-style game sector [9][10] Group 1: Event Scale and Attendance - TGS 2025 is the largest ever, with over 1,100 exhibitors and 4,100 booths, indicating a substantial increase in participation [3] - The number of attendees has also surged, with long queues observed before the event's opening [3] Group 2: Chinese Game Developers' Performance - Chinese games have made a strong impression at TGS 2025, with titles like "Endless Winter" and "Infinite" prominently displayed [5][6] - The success at both TGS and Gamescom 2025 suggests that Chinese developers are now capable of competing on a global scale [8][9] Group 3: Upcoming Titles and Market Trends - Many new titles are set to launch in 2026, indicating a potentially explosive year for the anime game market [10][11] - Notable games like NetEase's "Infinite" generated significant interest, with long wait times for hands-on experiences [13][15] Group 4: Diverse Game Offerings - The event featured a variety of genres beyond anime games, with Tencent showcasing titles like "Fate Trigger" and "Chasing Kaleido" [25][27] - Other popular titles included "Tomorrow's Ark: End of the World" and "Dual Spiral," which also attracted considerable attention [19][23] Group 5: Cultural Impact and Market Penetration - The presence of Chinese games at TGS reflects a broader trend of increasing cultural exchange and market penetration in Japan [45][47] - The success of titles like "Nirvana in Fire" and "Fifth Personality" demonstrates the appeal of Chinese games to Japanese audiences [41][43]
巨人网络投资AI视频生成企业爱诗科技;B站首曝三国题材竞技卡牌游戏《三国:百将牌》丨游戏早参
Mei Ri Jing Ji Xin Wen· 2025-09-10 23:04
Group 1 - Giant Network confirmed participation in a $60 million B-round financing for AI video generation company Aishi Technology, marking the highest single financing amount in China's video generation sector [1] - This investment will enhance Aishi Technology's capabilities in technology research and market expansion, promoting the widespread adoption of AI video generation technology [1] - The large financing round highlights the potential of the AI video sector, attracting more capital and fostering technological innovation and industry competition [1] Group 2 - Bilibili's game publishing platform revealed a new competitive card game titled "Three Kingdoms: Hundred Generals Card," set to begin testing in October [2] - The game incorporates a traditional card game framework with rich skills from Three Kingdoms heroes, adding a new strategic dimension to the genre [2] - The launch of this game will diversify Bilibili's game product line and could enhance revenue and competitiveness in the game publishing sector if it receives positive feedback [2] Group 3 - Eagle Horn Network's highly anticipated real-time strategy game "Arknights: End of the World" made its debut at Apple's product launch event, confirming a global release in early 2026 across multiple platforms [3] - The game's showcase at a major event like Apple's could lead to increased business opportunities for related suppliers in game engines, art design, music production, and cloud services [3] - This exposure may prompt a reassessment of investment value in the high-quality game sector, attracting more capital towards premium game development projects [3]
取消角色、武器抽卡,去除体力系统,《二重螺旋》玩这么大?| 玩点好的
3 6 Ke· 2025-09-02 06:45
Core Insights - The game "Dual Helix" is set to launch its global public beta on October 28, 2023, following extensive player feedback from previous tests [1][3] - The game has made significant changes to its monetization model, moving away from traditional gacha mechanics and stamina systems to focus on cosmetic purchases [4][20] Game Development and Changes - The development of "Dual Helix" has been characterized by continuous adjustments based on player feedback, leading to the removal of the character and weapon gacha system and stamina limits [7][8] - The new system allows players to obtain characters and weapons for free through gameplay, enhancing the overall gaming experience [10][20] Industry Context - The current market for mobile games in the anime genre is highly competitive, with a reported 8% decline in revenue year-on-year for the first half of 2025 [21][26] - Many games in this genre still rely on traditional monetization frameworks, which have led to player dissatisfaction due to high costs and frustration with random mechanics [22][24] Strategic Implications - The shift in "Dual Helix" represents a bold move away from established monetization practices, potentially setting a new standard for the industry by prioritizing gameplay experience over traditional gacha systems [24][28] - The success of this model could influence other developers to explore non-gacha monetization strategies, reshaping the relationship between gameplay experience and monetization in the industry [24][28]
大厂旗舰二游,又被逼疯一个
Sou Hu Cai Jing· 2025-08-28 13:11
Core Viewpoint - The article discusses the challenges faced by the second-dimensional mobile game market, highlighting a significant revenue decline and the need for innovation in game design to attract players [1][3][33]. Market Overview - The second-dimensional mobile game market generated a revenue of 14.577 billion yuan in the first half of the year, representing an 8% year-on-year decline [1]. - Despite various promotional activities and events, the market does not show signs of recovery, indicating fierce competition among developers [1][3]. Challenges for New Games - New second-dimensional games must compete not only in art and gameplay but also in operational responsiveness to player demands, which often conflict with commercial goals [3][12]. - Players desire higher quality products at lower prices, leading to ongoing tensions between player expectations and developer monetization strategies, particularly regarding character gacha systems [3][12]. Innovations by "Dual Helix" - The game "Dual Helix" has made bold moves by eliminating the traditional stamina system and gacha mechanics, allowing players to obtain characters and weapons directly [10][12]. - The game offers character fragments that can be collected through gameplay or purchased directly, a significant departure from the industry norm [23][25]. - This approach aims to enhance player experience and satisfaction, potentially setting a new standard in the second-dimensional game market [10][12]. Player Engagement Strategies - "Dual Helix" has actively engaged with players by soliciting feedback on game mechanics and proposed changes, indicating a willingness to adapt based on community input [5][10]. - The game has introduced various gameplay improvements, such as modifying mission structures and enhancing visual quality, to create a more immersive experience [29][27]. Industry Implications - The changes implemented by "Dual Helix" may influence the broader second-dimensional game market, challenging existing monetization models and encouraging other developers to rethink their strategies [25][36]. - The article suggests that the industry's reliance on traditional systems like gacha and stamina may be hindering innovation and growth, urging developers to explore new avenues for player engagement and revenue generation [36][38].