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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].
我不想再尬吹中国游戏创造历史了
3 6 Ke· 2025-08-28 10:46
Core Insights - The article discusses the evolving presence and perception of Chinese games at the Cologne Game Show, highlighting both achievements and challenges faced by the industry in gaining recognition in the global market [1][5][47]. Group 1: Chinese Games at Cologne Game Show - In 2025, a total of 18 Chinese games had independent booths at the core exhibition halls, indicating a significant increase in presence compared to previous years [10][31]. - Tencent's influence is notable, with 12 out of the 18 games being part of its portfolio, showcasing the company's dominance in the Chinese gaming market [11][31]. - Despite the increased presence, the atmosphere during the showcase of Chinese games was relatively subdued compared to the enthusiastic reception of Japanese and Western games [3][5]. Group 2: Market Performance and Growth - In 2024, the overseas revenue of self-developed Chinese games grew by 13.39%, significantly outpacing the global game market's growth of 3.2% [53][55]. - The article emphasizes that the growth is not limited to traditional mobile game genres but also includes shooting, action, and anime-style games, reflecting a diversification of appeal [53]. Group 3: Cultural and Strategic Shifts - The article notes a shift in the approach of Chinese game companies, moving from a defensive posture to a more confident and open engagement with international audiences [60][70]. - Companies are increasingly recognizing the importance of creating immersive experiences at exhibitions, with elaborate setups and interactive elements to attract players [39][41][46]. - The narrative suggests that the long-term strategy for Chinese games involves building relationships and ecosystems rather than aggressive market entry tactics [63][70]. Group 4: Future Outlook - The article concludes with a hopeful perspective on the future of Chinese games, suggesting that the industry is on a path to greater global integration and recognition, moving towards a collaborative rather than competitive stance in the global gaming landscape [70][73].
《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
Core Viewpoint - The article discusses the challenges faced by the game "Black Beacon" and the broader implications for the mobile gaming industry, particularly in the context of a declining market and the difficulties of new game development. Group 1: Company Challenges - "Black Beacon" has faced significant delays in version updates, with the latest announcement pushing the end of version 1.2 to October 14, a delay of 50 days [3] - The company has experienced a relocation of its headquarters, which has led to speculation about potential downsizing and operational difficulties [4] - Technical challenges have hindered the development of "Black Beacon," with reports indicating that the dual perspective design and complex gameplay mechanics have extended the development cycle by 30% [8][9] Group 2: Market Conditions - The mobile gaming market has seen a decline, with a reported 8% drop in actual sales revenue in the first half of 2025 compared to the previous year [12] - The number of new games in the mobile gaming sector has decreased by nearly 40% from peak levels, indicating a stagnation in innovation and new product launches [14] - The market is characterized by a "frozen" state, where older games maintain player engagement through continuous updates, while new games struggle to gain traction due to high technical demands and market pressures [15][17] Group 3: Industry Trends - The article highlights a growing divide between large developers and smaller teams, with larger companies taking on the responsibility for innovation, which may lead to a concentration of resources and potential stagnation in creativity [21] - There is a notable trend of nostalgia among players, with older games like "FGO" and "Arknights" continuing to perform well, while new titles face challenges in capturing player interest [15][17] - The industry is witnessing a restructuring, with opportunities for smaller teams to find niches in the market, despite the overall competitive landscape becoming more intense [21]
2025再出征:国产游戏不再怂了
3 6 Ke· 2025-08-26 03:49
Core Insights - The 2025 Cologne Game Show highlighted a significant shift in the gaming industry, particularly showcasing the rising prominence of Chinese games despite ongoing global market challenges [1][3][32] - The event demonstrated a strong presence of Chinese developers, with notable titles like "Black Myth: Zhong Kui" and "Shadow Blade Zero" receiving international acclaim, indicating a growing recognition of Chinese gaming quality [4][6][31] Industry Trends - The gaming industry continues to face a downturn, with discussions at the Devcom conference reflecting concerns over mental health and industry failures, yet positive changes are emerging [3][16] - Chinese game developers are increasingly taking bold steps by introducing original titles rather than relying solely on sequels, contrasting with the cautious strategies of many Western developers [17][22] Market Dynamics - The Cologne Game Show attracted over 1,500 exhibitors from 72 countries, emphasizing the global scale of the event and the competitive landscape for game developers [4][10] - Chinese companies like Tencent showcased their extensive portfolios, with significant foot traffic at their booths, indicating a robust engagement with international audiences [8][12] Cultural Impact - The success of titles like "Shadow Blade Zero" and "Black Myth: Zhong Kui" reflects a shift in cultural perception, with international players expressing excitement about Chinese mythology and storytelling [24][26] - The proactive cultural output from Chinese games is reshaping global perceptions, moving from passive reception to active exploration of new themes and gameplay experiences [22][27] Future Outlook - The increasing presence and success of Chinese games at international events suggest a potential shift in the global gaming market, with Chinese developers poised to lead in innovation and creativity [32][35] - The industry's evolution indicates a growing recognition of the Chinese market's importance, prompting international developers to adapt their strategies and engage more deeply with Chinese players [35][37]
《黑神话:钟馗》首曝;7月游戏市场增长4.6% | 游戏周报
Industry Dynamics - The Chinese gaming market reached a scale of 29.084 billion yuan in July 2025, with a year-on-year growth of 4.62% and a month-on-month increase of 8.14% [2] - The growth drivers include mobile and client games, with client games showing a market size of 6.637 billion yuan, up 13.13% month-on-month and 16.56% year-on-year [2] - The mobile gaming market size was 21.36 billion yuan, with a month-on-month growth of 6.36% and a year-on-year growth of 0.92% [2] Company Highlights - Game Science unveiled its new title "Black Myth: Zhong Kui" at the 2025 Gamescom, marking the second installment in the series and currently in early development [4] - G-bits reported a revenue of 2.518 billion yuan for the first half of 2025, a year-on-year increase of 28.49%, with net profit rising by 24.50% to 645 million yuan [5][6] - The revenue growth for G-bits was primarily driven by self-developed products such as "Wandao Mobile Game" and "Wanjian Changsheng (Mainland Version)" [6] Regulatory and Compliance - Paper Games' title "Infinite Warm Warm" issued a statement regarding unauthorized leaks of game content, initiating a comprehensive investigation [7] International Presence - The 2025 Gamescom saw over 1,500 exhibitors from 72 countries, with 50 Chinese companies participating, marking a record high [3] - Three out of five nominees for the "Best Mobile Game" award were from Chinese developers, showcasing the global recognition of Chinese gaming products [3] Market Pricing - Sony announced a price increase for the PS5 in the U.S. market, with the standard version rising from $500 to $550, effective August 21 [8]