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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
Group 1 - Tencent's game "Delta Action" has successfully launched on PlayStation 5 and Xbox Series X|S, expanding its reach beyond PC and mobile platforms [1] - In July, "Delta Action" achieved over 20 million daily active users, ranking among the top five in China's gaming market, and its revenue is among the top three [3] - The majority of "Delta Action's" revenue comes from the PC platform, with 80% of its users on PC, and it has over 12.3 million downloads on Steam [3] Group 2 - Sony is shifting towards a Games as a Service (GaaS) model due to rising development costs and risks associated with traditional buyout models [4] - Sony's GaaS strategy has faced setbacks, exemplified by the failure of "Starfall," which was shut down shortly after launch [6] - Despite challenges, Sony plans to release 12 GaaS games by the end of the 2026 fiscal year to diversify its revenue streams [6] Group 3 - Sony's first-party studios have struggled with GaaS projects, leading to a restructuring of its interactive entertainment division [10] - Sony's CFO has emphasized the importance of financial discipline over unit sales, acknowledging the difficulties in transitioning to GaaS [11] - Sony's PlayStation platform, with 124 million monthly active users, still relies on third-party GaaS games for significant revenue [11] Group 4 - Tencent and Sony have a history of collaboration, including a successful partnership on the GaaS game "VALORANT," which saw a 30% revenue increase after its console launch [12] - The two companies have also invested in the developer of "Elden Ring," strengthening their ties in the gaming ecosystem [17] - Despite a recent lawsuit from Sony against Tencent regarding IP licensing, both companies are likely to continue their collaboration in the long term [20][24]
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].