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任天堂腾网米都在做生活模拟,谁是2026年的版本答案
3 6 Ke· 2026-01-15 13:42
游戏内的安宁与游戏外的热闹两相对比,形成略显矛盾的社区景观:崇尚一个人玩游戏、不想被社交捆绑的生活模拟玩家,为何沉浸于虚拟社交?联机经 常掉线、更新频次低的买断制生活模拟游戏,靠什么在社媒拥有声量,聚集起不小一批忠实玩家? 任天堂生活模拟席卷社媒 说来也奇怪,任天堂旗下为数不多的生活模拟类游戏,这几年都在国内社媒平台走红过。 《动森》的火爆不用多说,这款游戏曾一度刷屏我的朋友圈,即便退出微信,打开微博/小红书/抖音,还是会在推荐页看到游戏的名字。 《集合啦!动物森友会》(以下简称《动森》)3.0更新了! 虽说是1月15日更新,不过早在14日晚间,就有玩家发现任天堂"偷跑"了,游戏已经可以更新3.0版本。 3.0版本更新的内容不算太多,但条条实用:新增航平的度假酒店玩法,玩家可以自定义客房、接待游客、出租服装等等;梦境岛升级、收纳格子上限扩 充、收纳空间里的材料也能用来DIY、NPC电源叔叔帮忙整理收纳等玩法利好"岛建";与《塞尔达传说》《斯普拉遁》联动开启,上新主题家具与服饰。 更新这天,全球各地的玩家不约而同登上了自己的岛屿。他们之中,兴许有人刚结束一天的工作,有人守着更新完毕就进入游戏,在这个响起海浪声、 ...
年末游戏围猎战:巨头争抢春节流量,谁能打响第一枪?
3 6 Ke· 2025-12-30 10:24
Core Insights - The gaming industry is entering a critical year-end phase as companies aim to boost annual performance with new game releases, including major players like Tencent, NetEase, and ByteDance [1][2] - December alone sees 13 new games set to launch, with a focus on classic IP adaptations and innovative gameplay to capture user attention amid fierce competition [2][3] Group 1: Major Players and Strategies - Major companies are leveraging classic IP adaptations to attract players, with Tencent releasing significant titles like "All-Star Awakening" and "Wangzhe Wanxiangqi" to capitalize on nostalgia and user familiarity [3][4] - Other leading firms, such as Lingxi Interactive and Kingsoft, are also focusing on classic IPs, with games like "Ragnarok: Rebirth" and "Goose Duck Kill" aiming to tap into established fan bases [4][5] Group 2: Innovation and Market Trends - The gaming market is witnessing a shift towards innovative gameplay and category diversification, particularly in life simulation games, which are gaining popularity among players [5][6] - Companies are increasingly integrating AI technology to enhance gameplay experiences, with features like NPC interactions and dynamic environments becoming more prevalent [8][9] Group 3: Upcoming Opportunities and Challenges - The year-end gaming releases are strategically aligned with the upcoming Spring Festival, as companies aim to leverage increased player engagement during this peak period [10][11] - Successful games during the Spring Festival are likely to establish a strong user base for long-term retention, making this period a critical test for new titles [14][15]
索尼与腾讯达成和解,游戏官司画上句号
猿大侠· 2025-12-20 04:11
12 月 18 日,加州北区联邦法院的一纸文书,为今年游戏界最受关注的跨国纠纷画上了句号。 信息显示, 索尼已正式撤回对腾讯旗下游戏《荒野起源》的侵权起诉 。目前索尼与腾讯已达成保 密和解,双方将不再就此事发表公开评论,并在一份联合表态中称,期待未来继续携手共进。 从 7 月剑拔弩张的法律指控,到 12 月握手言和,这出大戏在短短五个月内完成了从法庭对垒到商 业利益重构的转场。 在复杂的商业语境下,这种变化,也折射出全球游戏巨头之间深刻的竞合逻辑。 剑拔弩张的法庭对垒 这场纠纷的源头可追溯至 2024 年 3 月 —— 腾讯旗下北极光工作室群已立项开发《荒野起源》 (当时名为《代号:新生》),旧金山游戏开发者大会(GDC)期间,腾讯高管向索尼提交《扩展 地平线》提案,希望获得《地平线》IP 授权开发手游;4 月,索尼拒绝该授权请求。 《荒野起源》 2025 年 7 月,索尼旗下索尼互动娱乐(SIE)正式提起诉讼,指控《荒野起源》对《地平线》系 列 IP 构成"实质性抄袭",认为该游戏从世界观、角色形象到音乐风格都复刻了其核心创意,痛斥 其为"拙劣的仿制品",并提出每部作品 15 万美元的法定赔偿及永久禁令。 ...
腾讯、网易相继布局,FunPlus死磕这一赛道,潜力如何?
3 6 Ke· 2025-11-27 08:15
Core Insights - FunPlus has launched its micro-world SLG game "Micro Hunter" in late September, but its market performance has been underwhelming, peaking at 55th in the strategy category in the US [1][2] - The game has undergone extensive testing over three years, indicating FunPlus's commitment to the micro-world theme, which is now attracting attention from major competitors like NetEase and Tencent [1][20] Market Situation - "Micro Hunter" was previously known as "Tiny Survivors" and began small-scale testing in February across several countries, officially rebranding on September 23 [2] - The game has seen a gradual increase in estimated downloads, reaching approximately 717,000 globally by November 23, with a significant portion from Google Play [4][6] Download Performance - Brazil leads in downloads with 113,000, followed by the US with 76,000, while Southeast Asia shows notable interest with three entries in the top ten download regions [6] - The game has generated an estimated revenue of around $550,000, with a peak daily revenue of approximately $13,000 on November 2 [7][9] Advertising Trends - The iOS version of "Micro Hunter" began advertising in October, but the volume of ad materials has since declined, with a peak of nearly 200 ads on October 13 [10] - The target audience for the ads is predominantly male (78%), with the primary age group being 25-34 years old, accounting for 39% of the audience [11][12] Creative Material - The advertising materials focus on the "micro" theme, showcasing the challenges faced by small characters in a larger world, with a mix of animation and voiceover [13][14] - Three main types of creative content have been identified: micro-world exploration, crisis management in gameplay, and character design showcasing [14][16][18] Conclusion - Despite not achieving standout success, "Micro Hunter" reflects FunPlus's long-term investment in the micro-world genre, which has garnered interest from other major players in the industry [20][21] - The micro-world theme is seen as having market potential due to its unique appeal and the growing trend of casual SLG games, although it may not suit all developers [21]
腾讯控股(00700.HK):AI驱动广告ECPM攀升 期待王者IP贡献游戏增量
Ge Long Hui· 2025-11-19 11:50
Core Insights - Tencent's Q3 2025 revenue reached 192.9 billion, a year-on-year increase of 15%, exceeding Bloomberg's expectations by 2% [1] - The net profit attributable to shareholders for Q3 2025 was 63.1 billion, up 19% year-on-year, surpassing Bloomberg's forecast by 12% [1] - AI is driving significant revenue growth across all business lines, with expectations for continued increases in AI penetration [1] Revenue Breakdown - Value-added services revenue for Q3 2025 was 95.9 billion, a 16% year-on-year increase, exceeding Bloomberg's expectations by 3% [1] - Game revenue reached 63.6 billion, up 23% year-on-year, surpassing Bloomberg's forecast by 5%, driven by both international and domestic games [1] - Daily active users (DAU) for "Peacekeeper Elite" reached a new high of 33 million, supported by AI enhancements [1] Advertising and Marketing Services - Marketing services revenue for Q3 2025 was 36.2 billion, exceeding Bloomberg's expectations by 2%, with a year-on-year growth of 20% [2] - The increase in advertising revenue is attributed to improved ad exposure and AI-driven eCPM enhancements [2] - The new intelligent advertising product AIM+ is expected to drive sustained high growth [2] Financial Technology and Cloud Services - Financial technology and enterprise services revenue for Q3 2025 was 58.2 billion, a 10% year-on-year increase, with payment business growth continuing to recover [2] - Cloud services revenue is primarily driven by AI-related service demand and merchant technology service fees [2] - Short-term cloud business growth may be limited due to prioritizing internal AI computing needs [2] Future Outlook - Anticipation for sustained growth in gaming and advertising, with new game releases expected to contribute to revenue in 2026 [3] - Adjusted IFRS net profit forecasts for 2025-2027 are 226 billion, 261.1 billion, and 297 billion respectively [3] - A sum-of-the-parts (SOTP) valuation suggests a target price of 664.22 HKD, maintaining a "buy" rating [3]
游戏大厂进击模拟经营赛道 多款新品蓄势待发
Core Insights - Tencent and miHoYo have recently released promotional videos for their new simulation games, "Grain of Little People" and "Star Bugu," which have garnered significant attention on Bilibili with over 550 million and 260 million views respectively as of October 10 [2] - "Grain of Little People" aims to create a healing experience through its whimsical art style and gameplay, contrasting with Tencent's traditional competitive game offerings [3][7] - The simulation game genre is experiencing a resurgence, with new titles like "Grain of Little People" and "Star Bugu" indicating a shift towards higher quality and immersive gameplay [10] Tencent's "Grain of Little People" - The game features cross-platform play and social elements, focusing on a light-hearted and cute aesthetic [3] - The gameplay involves repurposing familiar objects in creative ways, such as using a clock as a rocking chair and a milk carton as a house [5] - The NPC system is extensive, with over 150,000 words of dialogue and various personality traits, allowing for dynamic interactions with players [6] MiHoYo's "Star Bugu" - "Star Bugu" allows players to own and develop their own planets, explore distant star systems, and meet diverse characters [7] - The game has generated significant anticipation among players since the trademark registration was announced in 2024 [2] Market Trends - The simulation game market has seen substantial growth, with the market size increasing from 1.85 billion yuan in 2018 to 6.6 billion yuan in 2022 [10] - The genre has a strong player retention rate, with a notable female user demographic, comprising over 70% of players and accounting for more than 90% of spending [10] - Recent titles have focused on high-quality production and immersive storytelling, suggesting a competitive shift in the simulation game landscape [10]
米哈游、网易之后腾讯也参战,鹅厂版“动森”能抢下市场吗?
3 6 Ke· 2025-09-25 03:53
Core Viewpoint - Tencent is entering the life simulation game market with its new title "Little People Country," which aims to create a microcosm for players to explore and enjoy a relaxing gaming experience [1][8]. Group 1: Game Features and Appeal - "Little People Country" features a unique micro-world where players shrink in size and interact with NPCs, collect items, and customize their homes, emphasizing a light-hearted and social gaming experience [5][6]. - The game incorporates elements of home building, exploration, and social interaction, allowing players to visit friends' homes and engage in cooperative activities without competitive pressure [5][8]. - The game's artistic style and whimsical reinterpretation of everyday objects are designed to attract players, making it visually appealing and engaging [6][7]. Group 2: Market Context and Strategic Importance - The life simulation genre has seen a surge in interest following the global success of titles like "Animal Crossing," prompting major developers like Tencent to explore this relatively untapped market in China [8][9]. - Tencent's focus on "Little People Country" reflects a strategic shift towards diversifying its game offerings, particularly in light of the growing demand for non-competitive, casual gaming experiences among younger audiences [9][12]. - The game is positioned to leverage Tencent's social networking strengths, aiming to foster intimate player relationships through low-pressure interactions [8][12]. Group 3: Commercial Potential and Future Outlook - "Little People Country" has potential for diverse monetization strategies, including cosmetic purchases and merchandise based on in-game characters, which could provide long-term revenue opportunities [11][12]. - The game's success will depend on its ability to maintain player engagement through ongoing content updates and sustainable gameplay experiences, especially in a competitive landscape with other major developers entering the genre [11][12]. - The increasing focus on life simulation games indicates a broader trend in the gaming industry towards diversification, which could benefit players through a wider variety of gaming experiences [12].