《星鸣特攻》

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索尼与腾讯:台上共舞,台下较劲
Xin Lang Cai Jing· 2025-09-01 07:57
根据腾讯最新发布的2025年Q2财报,《三角洲行动》在7月的日活跃用户已突破2000万大关,位居中国 游戏市场日活跃用户规模前五,流水则更是高居前三。 8月19日,腾讯终于把近一年来在PC与手机上风光无限的《三角洲行动》搬上了PlayStation 5和XBOX Series X|S两大主机平台。 被索尼寄予厚望的《星鸣特攻》是其GaaS战略受挫的缩影 对于索尼、微软这样的平台巨鳄,GaaS也同样是近年转型的重点方向:微软斥资750亿美金收购动视暴 雪,正是看中《使命召唤》与《魔兽世界》这样具有长线运营能力的IP与产品。索尼也不甘落后,早在 2022年,时任索尼互动娱乐CEO Jim Ryan就宣布,将在2026财年前推出12款GaaS游戏,试图在买断制 游戏之外寻求新的增长点。 然而索尼自己的GaaS之路屡屡受挫。 2024年8月,索尼开发长达八年、成本上亿美元的《星鸣特攻》上线不到2周就宣告关服,其在Steam的 同时在线最低只有可怜的20人出头。紧接在《星鸣特攻》之后,原定在2024年9月底上线的《失落星 船:马拉松》也宣布延期至2025财年,但外界仍不看好这款游戏的前景。 同时结合多个三方测算数据,几 ...
先甩锅、再埋雷,育碧回应“停止杀死游戏”运动
3 6 Ke· 2025-07-24 12:03
Core Viewpoint - The article discusses the growing "Stop Killing Games" movement in Europe, which has gained significant traction and support from European Parliament officials, particularly targeting major game publishers like Ubisoft [1][3]. Group 1: Company Response - Ubisoft's CEO Yves Guillemot acknowledged the issue of game server shutdowns at a shareholder meeting, stating that it is a common problem across the industry and not unique to Ubisoft [3]. - Guillemot proposed a solution to inform players about the playable duration of games, which implies that players do not own the game data but merely have a license to use it [5][8]. - The acknowledgment of game data ownership issues may contribute to Ubisoft's ongoing financial struggles, as the management's handling of reputation-sensitive matters appears dismissive [3][5]. Group 2: Industry Implications - The move to inform players about game playability could address the financial losses associated with maintaining servers for games that lose popularity over time, but it may negatively impact the Games as a Service (GaaS) model that Ubisoft is betting on [8][12]. - GaaS relies on continuous content updates to keep players engaged and spending, contrasting with traditional one-time purchase models, which are becoming less profitable [10]. - The potential for reduced player investment in GaaS games could arise if players are aware of a game's limited lifespan, leading to decreased revenue for publishers [12][14]. Group 3: Market Dynamics - The decline of the physical game market has made the acknowledgment of game playability duration a double-edged sword for Ubisoft, as it exposes industry practices while also inviting player backlash [7][8]. - The challenge for Ubisoft lies in balancing the operational costs of GaaS with the need to maintain player interest, especially as the lifespan of games becomes a focal point for consumer decision-making [12][14].