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中国游戏为何能强势“出海”
Zheng Quan Ri Bao· 2025-08-24 15:55
然而,游戏科学选择了截然不同的路径,转向全新IP开发。这一选择,既是对团队创新能力的自信,也 是对中国游戏全球定位的重新思考。可以说,中国游戏正以更自信的姿态走向全球,这一点在科隆国际 游戏展上也得以体现,今年有50家中国企业参与该展会,数量创历史新高。 对于多数中国游戏企业而言,"出海"已经成为必选题。过去五年间,中国游戏经历了从尝试性海外发行 到长期霸榜全球游戏收入榜单的成长与跨越。而2025年成为中国游戏"出海"的关键一年。 8月20日凌晨,在科隆国际游戏展开幕之夜压轴环节,中国游戏厂商深圳市游科互动科技有限公司(以 下简称"游戏科学")带来黑神话系列第二部作品《黑神话:钟馗》,并发布首支CG先导预告片。 这条1分37秒的CG先导预告片在B站上线24小时,播放量便突破千万大关,强势登顶热门视频榜榜首。 视频弹幕上的热烈讨论,既有对新作的期待,也不乏对游戏科学选择的惊讶。 一般而言,3A大作获得成功后,游戏厂商会推出DLC(补充资料包)作为配套内容。这是一条经过无 数次商业验证、有较高回报率的选择,也是一张"安全牌",《巫师3》《艾尔登法环》等大作均通过 DLC延续产品生命周期和商业价值。 中国游戏正迎来 ...
史上最伟大的动作游戏,源头竟如此小众
Hu Xiu· 2025-08-14 13:49
Group 1 - The article discusses the mixed reception of the Chinese single-player game "Mingmo: Yuanshu Zhi Yu" (referred to as "Mingmo"), which faced criticism for various issues including reward distribution errors and historical adaptation controversies [1] - The game initially received overwhelming negative reviews but managed to recover to a "mostly positive" rating on Steam after the developers issued apologies and released patches [1] - The article contrasts "Mingmo" with another Chinese game, "Black Myth: Wukong," which has garnered positive acclaim, highlighting the challenges faced by new entrants in the Chinese gaming market [1] Group 2 - The article explores the "Soulslike" genre, characterized by its emphasis on patience, reaction, and decision-making rather than mindless combat, with players often describing their experiences as "suffering" [2][3] - The narrative and aesthetic of games like "Dark Souls" are steeped in themes of decay and despair, creating a unique atmosphere that resonates with players [3][4] - The influence of early fantasy literature, particularly the "dying earth" subgenre, is noted as a significant inspiration for the dark fantasy style of these games [6][7] Group 3 - The article delves into the philosophical underpinnings of the "Dark Souls" series, which reflects themes of entropy and the inevitable decline of the universe, paralleling the concept of "heat death" [14][15] - The narrative structure of "Dark Souls" employs fragmented storytelling, requiring players to piece together the lore through exploration and discovery [4][24] - The article draws connections between the "dying earth" genre and the works of authors like Jack Vance, emphasizing the romanticism of entropy and the exploration of personal desires in a decaying world [25][27] Group 4 - The influence of H.G. Wells and other early science fiction writers on the themes of decay and societal collapse is highlighted, showcasing how these narratives have evolved over time [31][32] - The article discusses the blending of science fiction and fantasy elements in works like "The Dying Earth," which has impacted both literature and gaming [46] - The concept of "entropic romance" is introduced, where characters navigate a world on the brink of collapse, seeking meaning and connection in their personal journeys [25][26]
索尼集团收购万代南梦宫2.5%股份
日经中文网· 2025-07-25 07:15
Core Viewpoint - Sony Group is strategically investing in Bandai Namco Holdings to enhance its content-driven business growth, particularly in the expanding global anime market [1][3]. Group 1: Investment Details - Sony Group announced an investment of approximately 68 billion yen for a 2.5% stake in Bandai Namco Holdings [1]. - This investment aims to promote Bandai Namco's anime and manga intellectual properties (IP) on distribution platforms and co-produce game adaptations into animations [1][3]. Group 2: Strategic Alliances - The investment will help Sony form alliances with Japan's three major content companies, leveraging Bandai Namco's well-known IPs like "Mobile Suit Gundam" and "Pac-Man" [1][3]. - Sony has previously invested in KADOKAWA, becoming its largest shareholder with an additional investment of about 50 billion yen [2]. Group 3: Collaborative Projects - Sony's animation subsidiary Aniplex has collaborated with Crunchyroll to adapt popular games like "Ghost of Tsushima" into animations [3]. - Bandai Namco's popular themes such as "Tekken" and "Ridge Racer" will expand Sony's options for content development [3]. Group 4: Support for Production - Sony and Bandai Namco will jointly support production sites facing labor shortages in the future [4].
「游戏风云」3A游戏降至10元内,批量游戏“大甩卖”:Steam夏促引爆玩家囤货潮
Hua Xia Shi Bao· 2025-07-02 08:24
Core Insights - The annual Steam Summer Sale has commenced, featuring significant discounts on a wide range of games, including major titles like "Elden Ring" and "Red Dead Redemption 2" [1][2] - The sale aims to attract a large number of players during the summer break, capitalizing on the increased gaming time of students [1][3] Group 1: Discounts and Promotions - The Steam Summer Sale offers discounts up to 95% on hundreds of games, with some titles priced as low as 8.15 yuan after discounts [3][5] - Popular titles such as "Assassin's Creed: Shadows" and "Ghost of Tsushima" have seen substantial price reductions, with "Assassin's Creed: Shadows" dropping from 348 yuan to 261 yuan [2][3] - The sale is characterized by a high volume of games with significant discounts, making it an attractive opportunity for gamers to purchase multiple titles [3][5] Group 2: Player Preferences and Behavior - Players prefer Steam for its convenience and the quality of games available, despite the presence of other platforms like Epic and WeGame [4][5] - Many players are taking advantage of the sale to stock up on games, with some purchasing over 20 titles during the event [3][4] - The trend of waiting for sales to purchase games is prevalent among players, as they anticipate discounts similar to those seen during major shopping events [5] Group 3: Market Dynamics - The sale reflects a broader trend in the gaming industry where discounts are used to attract new players and boost sales for older titles nearing the end of their lifecycle [5] - Steam's strategy includes positioning games as digital collectibles, enhancing the perceived value of purchases compared to pirated versions [4][5] - The platform's ability to offer a diverse range of independent games contributes to its appeal, allowing for niche titles to achieve sales through long-tail effects [5]
二游最近怎么那么多“X环”?
Sou Hu Cai Jing· 2025-06-11 15:59
Core Viewpoint - The article discusses the emergence of various games with the "ring" theme, particularly focusing on the newly announced game "Return Ring," which features unique gameplay mechanics and a narrative structure influenced by player choices and time loops [4][19]. Group 1: Game Overview - "Return Ring" is an open-world action game that recently started a countdown for its promotional video and held a live stream event [4]. - The game incorporates a "time loop" mechanic and a classic dice system from tabletop role-playing games, allowing players to make choices that affect the storyline [6][9]. - Players can rewind time if they are dissatisfied with the outcomes of their choices, enhancing the interactive experience [9][17]. Group 2: Development Background - The game was developed after ByteDance closed its gaming division, selling the project to Tencent, which is now being developed by the Salros Studio, formed by former ByteDance employees [6]. - The game features a multiplayer squad system where players can switch characters during battles, each having unique abilities and roles [11][13]. Group 3: Gameplay Features - The game includes an AI system that allows for interaction with certain NPCs, although the interaction mechanics may have some quirks [15]. - There is a crime system in place where players can face consequences for their actions within the game world, such as being pursued for harming NPCs [15]. - The game promises a variety of story endings based on player decisions, contributing to its replayability [17]. Group 4: Industry Context - The article notes a trend of games with "ring" themes emerging in recent years, suggesting a potential influence from the popularity of titles like "Elden Ring" [19][26]. - The proliferation of these games raises questions about player identity and community dynamics, as more players may identify with the "ring" theme [26].
Switch2有英伟达"技术奇迹"加持,或成王牌
日经中文网· 2025-06-05 03:01
Core Viewpoint - The release of "Nintendo Switch 2" on June 5, featuring a specialized AI chip developed by NVIDIA, aims to overcome the challenges faced by previous successor models of Nintendo's gaming consoles [1][5]. Group 1: Product Features and Technology - The new Switch 2 utilizes NVIDIA's advanced AI chip, which is described as a "technological miracle," enabling it to run complex games [1][3]. - The chip supports NVIDIA's proprietary technology "DLSS" (Deep Learning Super Sampling), allowing high-demand software to run smoothly on the device [4]. - Switch 2 can now support popular games like "Street Fighter 6" and "Elden Ring," which were not available on previous models, indicating a significant enhancement in gaming capabilities [4]. Group 2: Historical Context and Challenges - Nintendo has struggled with the successor models of its popular consoles, such as the DS and Wii, which failed to achieve sales comparable to their predecessors [5]. - The 3DS sold 75.94 million units, only about half of the DS's sales, while the Wii U sold 13.56 million units, just one-seventh of the Wii's sales [5]. - Previous models like the Wii U and 3DS faced issues due to underutilization of new features and lack of differentiation from earlier models, leading to significant financial losses for Nintendo [5]. Group 3: Market and Strategic Implications - The relationship between Nintendo and NVIDIA is long-standing, with Nintendo being a crucial customer for NVIDIA's GPU manufacturing [3]. - The performance expectations for Switch 2 are high, with software developers expressing enthusiasm for creating games for the new platform [6]. - Nintendo's revenue model heavily relies on its proprietary software, which accounted for 73% of sales in the 2024 fiscal year, indicating a need to diversify and reduce reliance on its own titles [7].
从外国厂商制作的中国游戏中,我们能学到什么?
3 6 Ke· 2025-05-22 23:51
Core Insights - The article discusses the cultural exchange and integration in the gaming industry, highlighting successful examples of games that utilize Chinese cultural elements created by foreign companies, such as "Kung Fu Panda" and "Sifu" [1][4][10] - It emphasizes the importance of not only using cultural symbols but also ensuring the quality of the work to avoid cultural appropriation issues [14][21] - The article suggests that successful cultural representation in games requires a balance between cultural authenticity and universal themes that resonate with a global audience [9][13][18] Group 1: Cultural Representation in Gaming - The gaming industry is experiencing a rise in domestic games that showcase Chinese culture, with varying opinions on how to effectively convey cultural messages [1][3] - Successful examples of foreign games using Chinese themes include "Jade Empire" and "Sifu," which have effectively integrated cultural elements while appealing to a broad audience [2][10] - The article analyzes the success of "Kung Fu Panda," breaking it down into three layers: cultural symbols, media performance, and cultural core transmission [4][5][9] Group 2: Quality and Authenticity - The quality of the game is paramount; a well-made game can transcend cultural differences and be appreciated by both domestic and international audiences [14][21] - "Sifu" is highlighted as a case where the developers took great care to authentically represent Chinese martial arts, which contributed to its success [10][12] - The article argues that merely using cultural symbols is insufficient; a deeper understanding and respect for the culture are necessary to create meaningful and engaging content [14][20] Group 3: Universal Themes and Emotional Resonance - The article points out that successful cultural products often convey universal themes, such as friendship and personal growth, which resonate across different cultures [9][13] - The narrative of "Sifu" revolves around themes of revenge and loss, which, while rooted in Chinese culture, also possess universal appeal [13][18] - The exploration of common human experiences can facilitate cross-cultural understanding and appreciation, making cultural narratives more accessible to a global audience [17][21]
从60美元到80美元,3A游戏为何还在涨
3 6 Ke· 2025-05-19 12:21
Core Viewpoint - The gaming industry is experiencing a significant price increase for games, with major companies like Nintendo, Microsoft, and PlayStation raising prices to $80, reflecting a broader trend driven by inflation and rising development costs [1][3][5]. Group 1: Price Increases - Nintendo has set the price for its upcoming game "Mario Kart World" at $80, while Microsoft plans to raise the price of first-party games to the same level [1]. - Yoshida Shuhei, former president of PlayStation's global studios, indicated that price increases are inevitable due to inflation and the rising expectations for game quality [3]. - The standard price for single-player games has risen from $60 to $80 in just four years, marking a 33% increase [5]. Group 2: Development Costs - The gaming industry has seen a shift towards high-cost, resource-intensive game development, making it difficult to maintain previous pricing structures [3][12]. - The long-standing price of $60 for games was maintained due to the explosive growth of the market and the advent of digital games, which reduced costs associated with physical retail [7][10]. - The cost of game development has not decreased in the past decade, leading to challenges in creating new content without significant investment [12]. Group 3: Marketing Expenses - Marketing costs for games have escalated, often surpassing production costs, as developers aim to attract a broader audience [13][15]. - The shift in marketing strategies, influenced by the rise of social media and influencers, has increased the complexity and cost of game promotion [15]. - Future trends may see single-player games focusing on ongoing operations and additional content through DLCs, rather than solely relying on initial sales [15].
上线10年,这款低调的「老掉牙」手游,流水有325亿了?
创业邦· 2025-05-13 10:11
Core Viewpoint - The article discusses the evolution and success of Bandai Namco's mobile game "Dragon Ball Z: Dokkan Battle," highlighting its 10-year journey, revenue achievements, and the impact of the Dragon Ball IP on its sustained popularity and growth [3][5][21]. Group 1: Game Performance and Revenue - "Dokkan Battle" has generated nearly $2.5 billion in revenue from January 1, 2020, to February 28, 2025, making it the second highest-grossing casual RPG mobile game globally [5]. - The total revenue of "Dokkan Battle" over its 10-year lifespan is close to $4.5 billion, approximately 32.5 billion RMB [5]. - In 2024, Bandai Namco reported a record revenue of 1,233.8 billion JPY (approximately 60.17 billion RMB), a 21% increase year-on-year, with net profit rising by 156% [23][24]. Group 2: Game Design and Player Engagement - The game features a classic gameplay loop of "drawing cards → leveling up → challenging stages → earning rewards → drawing cards," which appeals to players [7][20]. - The combat mechanics and animations are designed to reflect the iconic battles from the Dragon Ball series, providing a fast-paced and satisfying experience [10][20]. - The game has successfully attracted a younger demographic, with 31% of players aged 18-24, indicating a shift in the player base due to the ongoing popularity of the Dragon Ball franchise [27][29]. Group 3: Market Expansion and IP Strategy - "Dokkan Battle" aggressively expanded into international markets, launching in China and the West shortly after its initial release in Japan [14][15]. - The game has leveraged the global influence of the Dragon Ball IP, achieving significant milestones such as entering the top charts in both the U.S. and China [15][18]. - The synergy between the game and the Dragon Ball franchise has been crucial, with the IP generating 250 billion JPY in annual revenue by 2019, surpassing other franchises under Bandai Namco [21][32]. Group 4: Future Outlook - Despite a slowdown in growth after its fifth anniversary, "Dokkan Battle" is expected to maintain stable development due to its established player base and ongoing content updates [23][31]. - The game's success is seen as a model for future mobile games, emphasizing the importance of IP management and player engagement over time [36].
混战谷子经济,谁能成为中国的「万代」
3 6 Ke· 2025-05-09 00:00
Core Insights - Bandai Namco is recognized as a leader in the Japanese entertainment industry, known for its strong IP management capabilities and innovative "IP Axis Strategy" that spans games, toys, anime, movies, and theme parks [1][3] - The company achieved total revenue of 1.05 trillion yen (approximately 54.5 billion RMB) in the fiscal year 2024, setting a benchmark in the global cultural industry [1] - The competition among Chinese companies like Yuewen, Aliyu, Pop Mart, and Bilibili to establish a similar IP empire is intensifying, with each company occupying different segments of the IP value chain [3][4] Company Summaries Yuewen Group - Yuewen's core advantage lies in its vast original content reservoir, with millions of signed authors and a large number of novels, positioning it as a potential IP goldmine [7] - The company faces challenges in efficiently converting text-based IP into visual IP, although successful adaptations like "Qing Yu Nian" and "Douluo Dalu" demonstrate its potential [9][10] - To become a Chinese equivalent of Bandai, Yuewen needs to enhance cross-media development and global market expansion [13] Aliyu - Aliyu operates as a platform that connects IP copyright holders with commercial channels, focusing on optimizing the IP commercialization chain [14][16] - Its "IP2B2C" model provides a one-stop service for IP from design to sales, but it lacks direct influence over IP creation [16][18] - Aliyu's role is crucial but insufficient for building a complete "Bandai-style" ecosystem [18] Pop Mart - Pop Mart has rapidly expanded in the past two years, becoming a leader in the Chinese trendy toy market with a significant international presence [19] - In 2024, overseas revenue accounted for 38.9% of total revenue, showcasing its success in global markets [19] - The company has established a complete closed loop from IP design to global DTC retail, achieving impressive profitability [21][22] Bilibili - Bilibili is distinguished by its highly active community and focus on ACG (Anime, Comic, and Game) content, with significant investments in domestic animation [25][27] - The company has diversified its revenue structure but still lacks scale in IP derivative commercialization compared to Bandai [28][30] - To evolve into a comprehensive IP group like Bandai, Bilibili must enhance its IP commercialization capabilities, particularly in self-developed games and derivative products [30] Comparative Analysis - All four Chinese companies exhibit gaps compared to Bandai, particularly in the breadth and depth of their business operations [31] - Bandai's IPs have a long lifecycle and sustained market presence, while most Chinese IPs are relatively young and unproven [33] - The global market penetration of Chinese IPs remains limited, especially in mainstream Western markets [34] - Bandai boasts a rich matrix of active IPs across various media, while Chinese platforms are still building their IP reserves [37] Future Outlook - Among the four companies, Pop Mart shows the most potential to emulate Bandai's model due to its strong IP creation capabilities and efficient commercialization system [39] - Pop Mart's global retail network and financial stability provide a solid foundation for future growth [39] - To truly become a Chinese Bandai, Pop Mart must enhance the narrative depth of its IPs, diversify its business, and balance short-term profits with long-term value cultivation [40][41][42] - The evolving landscape of the content industry suggests that the future of Chinese IP enterprises may not strictly follow Bandai's model but could develop into new business forms that adapt to local market characteristics [44][48]