Workflow
《爆裂小队》
icon
Search documents
ChinaJoy2025开幕 腾讯游戏携17款产品亮相
Zhong Guo Jing Ji Wang· 2025-08-01 11:11
Group 1 - The 22nd China International Digital Interactive Entertainment Expo (ChinaJoy) officially opened on August 1 in Shanghai, with Tencent Games showcasing 17 products, occupying nearly half of the N4 hall [1] - Tencent Games' theme for this year's event is "COOL Goose Summer Camp," which aims to enhance product experience and booth services, featuring over ten gameplay categories and popular new releases such as "Runeterra: League of Legends Card Battle" and "Dance Dance Revolution: Party" [1] - The event includes immersive trial experiences and interactive activities like esports competitions and challenge games, providing a comprehensive exhibition service for attendees [1] Group 2 - The "COOL Goose Summer Camp" consists of a central square, a comprehensive exhibition area, and three independent exhibition zones, highlighted by a 40-meter "Goose MAX" screen that connects various experiences [2] - Attendees can engage in "cyber interaction" by projecting hand-drawn images and real-time comments onto the "Goose MAX" screen, with live leaderboards for competitive events displayed [2] - The central square features a green camp design with multiple interactive areas, allowing players to participate in fun activities and earn rewards, such as reciting a poem to use a loudspeaker or generating AI-customized memorabilia [2] Group 3 - The central square is flanked by a comprehensive exhibition area and three independent booths, showcasing 17 game products with diverse interactive experiences [3] - The comprehensive exhibition area features 11 products, including popular titles like "Honor of Kings" and games from Supercell, covering various genres such as strategy and simulation [3] - Independent booths include major titles from the Dungeon Fighter IP and new releases like "Valorant" and "Runeterra," offering extensive trial activities and a unique exhibition experience for players [3]
全球NO.1手游公司,这2年过得太“憋屈”了
3 6 Ke· 2025-07-11 00:07
Core Insights - Supercell, a leading mobile game developer, has returned to the market with two new titles, "Squad Busters" and "mo.co," after a six-year hiatus, but both games have underperformed commercially [1][3][4] - The release strategies for both games were experimental, bypassing traditional soft launch processes, which may have contributed to their lack of success [3][6] - Despite the disappointing performance, the new titles reflect Supercell's willingness to innovate and take risks in game design and distribution strategies [3][6] Group 1: Commercial Performance - "Squad Busters" generated approximately $70 million in its first year, significantly lower than "Brawl Stars," which earned $340 million in its first year [4] - In May 2025, "Squad Busters" only earned $1.2 million, marking a low point for Supercell compared to its previous titles [4][6] - "mo.co," still in a soft launch phase, earned $2.5 million in its first three months, which is also below Supercell's historical performance [6] Group 2: Game Release Strategies - "Squad Busters" was launched globally without a soft launch, while "mo.co" utilized an invitation-only system for its soft launch, which deviated from typical practices [8][11] - The invitation system for "mo.co" created a sense of exclusivity and urgency among players, leading to approximately 2.5 million downloads in its first month [13][11] - Both games experienced a rapid decline in downloads post-launch, indicating that even Supercell's brand power may not be enough to sustain interest without effective gameplay [16] Group 3: Gameplay and Target Audience - "Squad Busters" aimed to create a highly casual experience but had to pivot towards a more mid-core gameplay style due to initial player feedback [17][18] - The game underwent significant changes in its 2.0 version, introducing a hero system and a revamped progression system to enhance player control and strategic depth [19][23] - "mo.co" was designed for mid-core players from the outset, featuring a cooperative action RPG format with various game modes, but it lacks some casual elements that could broaden its appeal [32][33] Group 4: Monetization Strategies - "Squad Busters" initially focused on a pay-to-win model, which was later adjusted to include more cosmetic items as the game evolved [44][51] - "mo.co" relies heavily on cosmetic monetization, similar to PC and console games, but this approach may limit long-term revenue potential if not balanced with functional upgrades [44][48] - The contrasting monetization strategies of the two games highlight Supercell's experimentation with different revenue models in the mid-core gaming space [54][56] Group 5: Operational Activities - Supercell has historically excelled in operational activities, but "Squad Busters" has not yet reached the level of engagement seen in titles like "Brawl Stars" [56][60] - The game has hosted numerous events, focusing on collection and cooperation, but lacks the depth and variety of activities that keep players engaged long-term [60][62] - "mo.co" has a more streamlined approach to events, focusing on fewer but more impactful activities, which may help maintain player interest without overwhelming them [73][85] Group 6: Future Outlook - Both "Squad Busters" and "mo.co" represent Supercell's bold experiments in game design, with the former transitioning towards a more structured mid-core experience and the latter aiming to refine its core gameplay [87][88] - The potential for "mo.co" to evolve its monetization strategy and operational activities remains, as Supercell is known for its ability to adapt and innovate [89][90] - The limited social features in both games indicate an area for improvement, as enhancing community engagement could significantly impact player retention and satisfaction [86][91]