《英雄联盟》
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这类每年疯狂赚钱的游戏,为啥老有人说它要死了?
3 6 Ke· 2026-01-09 01:23
不知道你有没有发现,曾经游戏市场的绝对主流 MMORPG 好像越来越冷门了。 前阵子被部分玩家、媒体和从业者归类于 MMORPG 的《燕云十六声》在海外火了,然而外媒却在年底说,2025 年对于 MMORPG 这一游戏类型来说是 惨痛的一年。 网易北美工作室的一款战锤 IP 游戏,因网易撤资而被取消;亚马逊的《新世界》宣布停更,并开始了大规模裁员;贝塞斯达的母公司终止了超 7 年研发 时间的《黑鸟》...... 这很难不让人联想到那个十多年前就有的话题了:MMORPG,真的已经死了吗? 抱着这个疑问,小发扒了圈资料,结果却发现,MMORPG 已经变成了一个极致抽象的游戏类型,抽象到你问我它死了 OR 活着,我只能回答你 OR。 MMORPG,中文名大型多人在线角色扮演游戏。《魔兽世界》、《传奇》、《FF 14》、《梦幻西游》。。。总有一款你听过乃至玩过。 早在十多年前,就有人在欧美知乎 Quora 上提问 MMORPG 是否在走向衰落。当时的西方网友还很乐观:"过去 30 年里,MMORPG 的消亡至少被预言过 两次,但它们依然存在"。 你还别说,这话好像有点道理。 翻翻各大论坛,你会发现时间仿佛停止在了十多 ...
心动收购《火炬之光》IP;监管治理“AI魔改”视频丨游戏周报
2 1 Shi Ji Jing Ji Bao Dao· 2026-01-04 10:14
合规监管方面,为整治"AI魔改"视频传播乱象,国家广播电视总局自2026年1月1日起,在全国范围内开 展为期一个月的专项治理。 新年伊始,来看2026年的第一周有哪些值得关注的游戏讯息。 行业层面,AppMagic发布2025全球收入TOP15新手游,点点互动《Kingshot》、腾讯《三角洲行动》、 网易《燕云十六声》等入选;Steam发布年度游戏大奖,《空洞骑士:丝之歌》获年度最佳游戏。 国内公司方面,心动公司宣布将完成对《火炬之光》系列 IP 的收购;《仙剑4重制版》制作方称未获得 Xbox开发套件。 近日,心动公司(02400.HK)宣布,其全资附属公司XDEntertainment与卖方Runic及ArcGames,以及 GoldenArc订立资产转让协议,同意购买与游戏及相关知识产权(特别是《火炬之光》知识产权)相关 的无形资产全部权利、所有权及权益。据悉,本次交易代价为3718万美元(约合2.6亿元人民币)。 《仙剑4重制版》制作方称未获得Xbox开发套件 近日,《仙剑奇侠传四:重制版》制作方方块游戏在社交媒体平台回复玩家评论时表示,2025年年初制 作方就加入了ID@Xbox(微软为开发者设立 ...
网易在25年年底,要开干大DAU赛道了
3 6 Ke· 2025-12-22 08:13
进入2025年Q4,自走棋赛道竞争局势正愈演愈烈,让人梦回2019年Q1。 彼时,巨鸟多多推出《Dota2游廊自走棋》掀起了一股厂商"下棋打牌"热。头部厂商腾讯网易自研、发行两手都抓,一方面在已上线老牌游戏中添加自走 棋玩法,如《逆水寒》《英雄联盟》《阴阳师》等。另外一方面,各大自研群开始立项测试自走棋新品,如天美《Chess Rush》等。中小厂商也不甘示 弱,像龙渊网络、英雄游戏、电魂网络等,争先推出自走棋手游产品。 时隔六年,国内市场再度掀起了自走棋热。我们认为,它可被视为自走棋下半场的里程碑节点。原因有二:首先,自走棋赛道从增量市场,转变成了存量 市场,头部产品虹吸效应显著。其次,参赛选手从中小厂商为主,大厂为辅,转向了腾网米大厂之间的小圈子竞争。 在自走棋下半场,厂商比拼的或许不单单只是玩法的认知,而是集团对自走棋赛道的战略定位/定力。玩法部分,我们会在后面详细介绍。先简单聊下自 走棋赛道的战略定位,我们认为腾网米持续加注自走棋赛道,本质是争夺大DAU赛道话语权,类似常年围绕枪车球品类打架。 它锚定的核心用户为两类人群即大学生这类泛休闲用户跟30+这类云玩家(弃坑重度竞技的端手游玩家)。它是往下渗透 ...
传字节跳动今年利润将破 500 亿美元;Faker 回应马斯克英雄联盟AI挑战;《阿凡达 3》豆瓣开分系列最低 | 极客早知道
Sou Hu Cai Jing· 2025-12-20 01:44
Group 1: Breakthroughs in Technology - Shanghai Jiao Tong University has achieved a significant breakthrough in the field of optical computing chips, realizing the world's first all-optical computing chip capable of supporting large-scale semantic media generation models, named LightGen [1][2] - The LightGen chip demonstrates a theoretical performance increase of 7 orders of magnitude in computing power and 8 orders of magnitude in energy efficiency when using advanced input devices [2] Group 2: Financial Performance of ByteDance - ByteDance is expected to achieve a record profit of approximately $50 billion (about 352.5 billion RMB) this year, driven by its expansion in e-commerce and new markets [4] - In the first three quarters of this year, ByteDance has already realized a net profit of about $40 billion, surpassing its internal target set for 2025 [4] Group 3: IPO and Growth of Zhipu Technology - Zhipu Technology has disclosed its IPO prospectus, aiming to become the first global public company focused on AGI foundational models, with projected revenues of 57.4 million RMB in 2022, 124.5 million in 2023, and 312.4 million in 2024, reflecting a compound annual growth rate of 130% [4][5][6] - The company, founded in 2019, has developed a comprehensive model matrix covering language, code, multimodal, and intelligent agents, maintaining technological parity with global leaders [5] Group 4: Automotive Developments - Xiaomi has obtained an L3 level road testing license for its automotive division, indicating its active participation in the autonomous driving sector [8] - The license allows Xiaomi to conduct conditional autonomous driving tests on designated high-speed roads in Beijing, contributing to the exploration of safer and smarter personal transportation services [8] Group 5: Advancements in Semiconductor Technology - A secret laboratory in China has reportedly assembled the first prototype of an EUV lithography machine through reverse engineering of ASML's existing products, marking a significant technological leap [16] - This prototype is expected to undergo testing and aims for trial production of prototype chips by 2028, indicating rapid advancements in China's semiconductor capabilities [16]
握手言和,索尼诉腾讯侵权案迎来尾声
3 6 Ke· 2025-12-19 09:36
Group 1 - The core dispute between Tencent and Sony revolves around allegations of intellectual property infringement regarding Tencent's game "Wild Origin," which Sony claims has copied elements from its "Horizon" series [2][5] - In response to the lawsuit, Tencent argued that core gameplay mechanics should not be monopolized by any single company and that the infringement claims lack substantial evidence since the game has not yet been released [5][6] - After a series of negotiations, both companies announced a resolution to their dispute on December 18, 2025, deciding to refrain from further public comments and to continue their collaboration [8][12] Group 2 - The gaming industry is witnessing a shift where traditional single-purchase games are being challenged by free-to-play models, prompting Sony to develop its own online titles [10] - Tencent, known for its service-oriented games, has a strong portfolio of long-standing IPs, which positions it favorably in the current gaming landscape [12] - The collaboration between Tencent and Sony is seen as a strategic move to maximize mutual benefits rather than engaging in prolonged legal battles over a single game's IP [12]
玩家口中「凉了」的国民游戏,在工作日晚上排起长队
36氪· 2025-12-12 09:17
以下文章来源于36氪游戏 ,作者果脯 36氪游戏 . 36氪旗下游戏行业媒体平台,为读者带来玩法创新、游戏科技、商业故事等内容,为行业提供多元化服务。以科技视角,解析游戏产业发展浪潮。 文 | 果脯 来源| 36氪游戏(ID: Start36KrGames ) 封面来源 | 游戏 截图 「为什么这游戏要排队啊?」 近期我的不少朋友登上《英雄联盟》,都不禁会发出一句相同的感慨。 毕竟《英雄联盟》用户流失基本成了玩家们公认的事实,毕竟游戏除了赛事高峰期,很少会出现排队的情况,甚至很多时候,哪怕是白银、黄金等常见段 位,玩家开一把排位赛都得花几分钟时间来匹配对手。作为一款已经运营16年的游戏,《英雄联盟》正不可避免地慢慢变成玩家回忆中的过去时。 不可否认,它曾影响了一整代人的游戏体验,并在中文互联网构建出了数量庞大的游戏社区群体,其中还不时会诞生出类似「虚空索敌」「YYDS」等破 圈梗。哪怕时至今日,它也仍旧是大家耳熟能详的存在,但更多时候,《英雄联盟》已经缺少了让玩家打开游戏的动力——本来应该是这样的。 换谁恐怕都没办法想到,就是这样一款逐渐不温不火的产品,如今连工作日的晚上都开始排起了长达十多分钟的长队。随着玩 ...
玩家口中「凉了」的国民游戏,在工作日晚上排起长队
3 6 Ke· 2025-12-10 06:05
文丨果脯 「为什么这游戏要排队啊?」 当主流玩家从开黑大学生成长为普通上班族,游戏自然也难以复刻曾经深夜排位的繁荣。在非高峰时段,现在《英雄联盟》排位赛的匹配时间经常长达三 四分钟,跟以往的「秒排」完全没法比。 而持续性的用户流失也并非来源某个单一问题。 近期我的不少朋友登上《英雄联盟》,都不禁会发出一句相同的感慨。 毕竟《英雄联盟》用户流失基本成了玩家们公认的事实,毕竟游戏除了赛事高峰期,很少会出现排队的情况,甚至很多时候,哪怕是白银、黄金等常见段 位,玩家开一把排位赛都得花几分钟时间来匹配对手。作为一款已经运营16年的游戏,《英雄联盟》正不可避免地慢慢变成玩家回忆中的过去时。 不可否认,它曾影响了一整代人的游戏体验,并在中文互联网构建出了数量庞大的游戏社区群体,其中还不时会诞生出类似「虚空索敌」「YYDS」等破 圈梗。哪怕时至今日,它也仍旧是大家耳熟能详的存在,但更多时候,《英雄联盟》已经缺少了让玩家打开游戏的动力——本来应该是这样的。 换谁恐怕都没办法想到,就是这样一款逐渐不温不火的产品,如今连工作日的晚上都开始排起了长达十多分钟的长队。随着玩家数量激增,互联网上的二 创内容也开始疯狂增加。 而这一切, ...
游戏行业的品牌战略:如何让产品从爆款进化为文化符号 | 红杉汇内参
红杉汇· 2025-12-03 00:03
要点速览: · 2025年游戏行业内容爆炸,注意力争夺激烈。此时仅靠创新不够,品牌辨识度才是游戏从市场中突围的核心要 素,其重要性超越单纯的产品层面。 · 游戏品牌并非附加元素,而是体验的核心,是为了打造沉浸感与情感认同。强大的品牌战略能构建连贯统一的 游戏宇宙,支撑续作、衍生作品及文化拓展,让单款游戏蜕变为文化力量,实现长期商业价值。 · 游戏命名与logo是品牌打造首要节点:命名是玩家接触游戏的首个触点,需贴合世界观、独特易记且能激发好 奇心,优秀命名还可作为IP拓展蓝图;logo则是品牌首个视觉符号,能精准传递世界观与基调。 · 保持品牌一致性是优秀游戏品牌的关键,从发布前预热到上线后运营,每个环节都需贴合核心游戏宇宙。 · 游戏品牌的长线运营,核心是围绕玩家体验与情感认同持续输出价值。 · 顶级游戏品牌还会突破游戏本身的边界,通过电竞、影视、周边联名等方式构建跨维度生态宇宙,成为渗透日 常生活的文化符号。 游戏行业的竞争从未如此激烈。根据《2025年电子游戏行业现状》报告,Steam平台2024年月均上线游戏数 量,几乎与2014年全年持平——内容爆炸式增长的趋势一目了然。 然而,80%的新游戏甚至连 ...
Uzi简自豪或将复出,其关联10余家企业
Qi Cha Cha· 2025-12-01 05:26
(原标题:Uzi简自豪或将复出,其关联10余家企业) 据媒体报道,近日,关于《英雄联盟》知名选手Uzi(简自豪)或将复出的消息引发了许多网友和粉丝 的关注,甚至有爆料称"已经签约"。 企查查APP显示,简自豪名下关联16家企业,其中4家为存续或开业状态,包括上海心快盛典信息科技 有限公司、东莞市自豪电竞科技有限公司、上海男女搭配干活不累企业管理有限公司、上海顺达带网络 科技有限公司,简自豪在上述公司中担任执行董事、经理、财务负责人等职务,并持有多家公司股份。 ...
深圳:文化新质生产力生机勃发
Sou Hu Cai Jing· 2025-11-27 01:36
Core Insights - Shenzhen's cultural industry is experiencing high-quality development, with significant revenue growth and a diverse ecosystem of content creation and industry development [1] Cultural Industry Performance - In the first three quarters of this year, Shenzhen's cultural industry achieved revenue of 1,091.764 billion yuan, a year-on-year increase of 16.7% [1] - Revenue from 16 new cultural industry sectors reached 519.3 billion yuan, with a year-on-year growth of 20.4% [1] Performing Arts Development - The original dance drama "Yong Chun" has gained national and international acclaim, showcasing Shenzhen's cultural confidence and innovation [2] - The city has introduced supportive policies for the performing arts, including the "Shenzhen Performing Arts New Space Support Management Measures," leading to a 79.51% increase in performance events [2] - From January to October, there were 33,181 commercial performances in Shenzhen, a 19.1% increase, with ticket revenue reaching 1.208 billion yuan [3] Gaming Industry Growth - Shenzhen's gaming industry is rapidly developing, with a projected revenue of 150 billion yuan for the first three quarters of 2025, accounting for nearly half of the national revenue [6] - The city has implemented a three-year action plan to establish a globally influential gaming industry hub, with specific funding measures for original game projects [4][6] - Over 200 companies have received comprehensive support through public service platforms for the gaming industry [5] Film and Short Drama Industry - Shenzhen is focusing on original IP development and high-quality film projects, with funding of up to 20 million yuan for key projects [7] - The city is producing six major films and seven TV dramas, including notable works by renowned directors [7] - The micro-drama sector is also thriving, with 115 projects approved for production, making Shenzhen a leading city for micro-drama exports [8]