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出任总裁,拥抱网易:她带着跌落王座的巨头杀回来了
3 6 Ke· 2026-02-12 12:23
对于暴雪娱乐来说,2026年是一个「大年」。 《暗黑破坏神 4》新资料片和《魔兽世界》"至暗之夜"会在今年上线,还有《守望先锋》的十周年庆典活动,以及阔别已久的暴雪嘉年华也将重磅回归。 看上去一切都在向好的方向发展,如今的暴雪娱乐,跟两年前的动荡形成了鲜明的对比。 2024及之前的几年,这家老牌游戏巨头并不好过,高层动荡,短短数年几度换帅,中国市场停摆,公司整体经历多轮裁员、多个在研项目被砍。加上微软 收购后,公司还面临文化重建的压力。 Johanna Faries Johanna上任后,暴雪恢复了与网易的合作,并且力求让公司的战略布局和产品节奏保持稳定,比如,去年底在彭博社的采访中,Johanna提出,暴雪要确 保每个自然年至少推出1到2个"重磅发布"。 前不久,葡萄君对Johanna进行了独家专访。 谈及中国市场,她非常认可与网易的合作,并表示合作已进入新阶段,还详细跟葡萄君介绍了常规月度沟通机制,表示双方管理层之间也保持着高频交 流,尽力促进合作的顺畅。 Johanna本人也非常重视中国市场,在她的年度工作规划中,给中国市场专门划出了一个独立板块。 在公司治理上,Johanna也展现出了不同于前几任掌舵 ...
三角洲要是把这些事情做好了,热度起码能够再上一个台阶?
Sou Hu Cai Jing· 2026-01-27 09:25
午夜三点的电竞屏前,ID为老铁的玩家再度因背包容量告急,忍痛丢掉关键投掷物,眼睁睁看着残血对手从瞄准镜下从容撤离。他按捺住烦躁,在聊天框 敲下一行吐槽:"这游戏就像一款顶配耳机,音质惊艳、颜值能打,偏偏按键失灵、续航拉胯。" 这句话如同投入沸水中的冰粒,瞬间在战队群里炸开了锅。深夜的消息栏飞速刷新:从褪去光环的干员深蓝,到尘封已久的响尾蛇行动地图;从始终紧绷的 背包管理难题,到千呼万唤的全局回放功能……七个反复被提及的痛点,像七道无形的门槛,困住了无数核心玩家的脚步。 除了竞技对抗的快感,在《三角洲行动》中依托游戏行为赚取实际收益,也成为不少玩家的核心玩法,甚至带来了稳定收入。但游戏中存在的设计缺陷与机 制漏洞,不仅打乱了正常对战节奏,更给这份游戏搬砖之路添了不少阻碍。 如今,靠游戏变现的热度持续攀升,不止《三角洲行动》,各类端游与手游都展现出强劲潜力,吸引大量玩家入局探索。对于新手而言,依托【U客直谈、 闲创无忧】这类正规资源对接平台,筛选靠谱的游戏工作室合作,无疑是高效入门的捷径。 本文将梳理玩家呼声最高的七大优化方向,若能针对性改进,这款游戏的热度与口碑或许能实现新一轮攀升。 干员深蓝的争议从未停歇。 ...
电竞“苏超”启动!苏宁易购承办
Zhong Jin Zai Xian· 2025-11-18 09:10
Core Insights - The "Suning E-commerce Cup Jiangsu City E-sports League Test Match" will take place from November 22 to 23, aiming to accumulate experience for future leagues and explore new integration models between e-sports, urban culture, sports industry, and digital economy [1][3] Group 1: Event Details - The first match will be held in Nanjing, featuring teams from Nanjing and Suzhou competing in popular games such as "Honor of Kings," "Valorant," "Hearthstone," and "Overwatch" [1] - The second match will occur in Yangzhou on November 23, with teams from Yangzhou and Taizhou competing in games like "Teamfight Tactics," "FIFA Online 4," and "Naraka: Bladepoint" [1] Group 2: Audience Engagement - The event caters to both mobile and PC gamers, allowing offline audiences to reserve seats via the Suning E-commerce WeChat mini-program and online viewers to watch through platforms like Suning E-commerce video account, Huya Live, and Bilibili [3] Group 3: Industry Impact - The test match is expected to provide significant insights for the e-sports industry towards standardization, scaling, and industrialization [3] - Suning E-commerce aims to leverage its store network and experiential advantages to enhance regional consumption, boost urban economies, and enrich cultural life through digital and youthful initiatives [4]
巨人网络“80后”CEO张栋辞职,曾发行炉石传说等游戏,去年薪酬高过史玉柱
Sou Hu Cai Jing· 2025-10-28 15:01
Core Points - Giant Network announced the resignation of General Manager Zhang Dong due to personal reasons, effective immediately upon delivery of the resignation report to the board [1][3] - Liu Wei has been appointed as the new General Manager, with his term starting from the board's approval until the end of the sixth board's term [3][4] Management Changes - Zhang Dong, aged 44, has nearly 20 years of experience in the gaming industry, having previously worked at Tencent and NetEase before returning to Giant Network as CEO in 2024 [3][4] - Liu Wei, who has a long tenure at Giant Network, previously served as General Manager from 2016 to 2023 and is now returning to the role [4] Compensation Details - Zhang Dong was the highest-paid executive at Giant Network, with a salary of 3.37 million yuan, significantly higher than the 1.19 million yuan received by Shi Yuzhu [4]
巨人网络CEO张栋辞职 史玉柱心腹爱将刘伟重新走到前台
Sou Hu Cai Jing· 2025-10-28 12:39
Core Viewpoint - Giant Network announced the resignation of General Manager Zhang Dong due to personal reasons, effective immediately upon delivery to the board, with no impact on the company's operations [2][4]. Group 1: Leadership Changes - Zhang Dong's resignation comes less than two years after he assumed the CEO position, which he took over in 2024 [4]. - Liu Wei, a long-time associate of the company's founder Shi Yuzhu, has been appointed as the new CEO, with her term lasting until the end of the current board's tenure [2][5]. - Liu Wei has a strong background in the company, having worked closely with Shi Yuzhu for over 20 years and previously serving as CEO of Giant Network [5]. Group 2: Background of Zhang Dong - Zhang Dong, 44 years old, graduated from Peking University in 2002 and has extensive experience in the gaming industry, including roles at Tencent and NetEase [2]. - He was responsible for significant projects at NetEase, including the Chinese versions of popular games like "Hearthstone" and "World of Warcraft" [2][3]. Group 3: Background of Liu Wei - Liu Wei, born in 1968, holds dual degrees in Chinese Language and Literature and Sociology, along with an MBA from CEIBS [5]. - She has held various leadership roles in the biotechnology sector before transitioning to the gaming industry, where she became a key figure at Giant Network [5].
为什么游戏越来越不愿意公布配音演员了?
Hu Xiu· 2025-09-04 02:19
Core Viewpoint - The gaming industry is witnessing a shift in the relationship between voice actors (CVs) and their characters, leading to a trend where companies are increasingly opting not to disclose CV names to mitigate risks associated with public scrutiny and player feedback [2][21][23]. Group 1: Events and Changes - The official announcement on August 30 revealed that the game "恋与制作人" ended its collaboration with voice actor Wu Lei after eight years due to concerns over his inconsistent performance [2][4]. - The decision to replace Wu Lei followed multiple rounds of player feedback and surveys regarding voice quality, ultimately leading to a resolution that may benefit all parties involved [5][21]. - Similar issues arose with the game "守望先锋," where the original CV Zhao Yang resigned after facing player criticism, prompting the company to seek a new voice actor [6][21]. Group 2: Industry Dynamics - The strong association between CVs and their characters has created a cycle of pressure, where dissatisfaction with a CV can lead to negative perceptions of the character itself, complicating the relationship between players, game developers, and voice actors [7][21]. - The trend of not publicly disclosing CV names is becoming more common, particularly in the context of games that rely heavily on character-driven narratives, as companies aim to reduce the potential for backlash against voice actors [22][23]. - The evolving role of CVs in the industry reflects a broader shift towards focusing on character development rather than individual voice actors, which may help alleviate public pressure and enhance player immersion [24][25]. Group 3: Implications for Voice Actors - While established CVs may not be significantly affected by this trend, the majority of new voice actors may face challenges in gaining recognition and opportunities in a more opaque industry environment [26]. - The potential for a "three-win" situation among players, companies, and CVs is noted, but it raises questions about fairness for emerging talent who may struggle to establish their identities in the industry [25][26].
有多少PVP游戏玩家,是AI假扮的
3 6 Ke· 2025-08-28 01:17
Core Viewpoint - The article discusses the ongoing debate regarding the matchmaking algorithms in popular games like "Honor of Kings," highlighting player suspicions about manipulated win rates and the implications of such practices on player experience and game longevity [3][19][27]. Group 1: Matchmaking Controversy - Players have raised concerns about the fairness of matchmaking systems, suspecting that algorithms may intentionally manipulate win rates to maintain player engagement [3][19]. - A lawsuit was filed against Tencent, demanding transparency regarding the matchmaking mechanism of "Honor of Kings," citing consumer rights to know the true nature of services [3][5]. - The official defense from Tencent included player win rates as evidence, suggesting that not all players experience the same outcomes, but this did not alleviate widespread skepticism among the gaming community [5][11]. Group 2: Player Experiences - Many players report experiencing streaks of losses after winning several matches, leading to beliefs that the system punishes successful players [7][9]. - Observations indicate that players who perform poorly or return after a long absence are often matched with stronger opponents or weaker enemies, suggesting a potential manipulation of matchmaking to balance player experiences [9][11]. - The article mentions specific players who have exploited the matchmaking system to their advantage, creating strategies that allow them to win consistently by appearing less skilled [13][15]. Group 3: Broader Implications in Gaming - The suspicion of manipulated win rates is not limited to "Honor of Kings" but is a common theme across various PVP games, including "World of Tanks" and "Overwatch," where players feel that their experiences are artificially controlled [19][20][24]. - The article discusses the potential motivations behind such manipulations, including maintaining player engagement and prolonging game life by keeping win rates around 50% [27]. - The lack of transparency in game algorithms contributes to player distrust, as companies often cite proprietary technology as a reason for not disclosing details [27][29]. Group 4: AI and Player Interaction - The introduction of AI-controlled characters in games has raised questions about the authenticity of player interactions, with some players suspecting they are competing against AI rather than real opponents [34][44]. - The article suggests that the use of AI can help balance games by providing less skilled players with easier matches, thus enhancing their gaming experience [46][50]. - As AI technology advances, the line between human and AI players may blur, leading to new challenges in how players perceive competition and fairness in gaming [55][53].
网易(9999.HK)25Q2点评:《蛋仔派对》暑期表现优异 预期Q3长青游戏修复
Ge Long Hui· 2025-08-23 02:51
Group 1 - The core viewpoint of the article highlights that NetEase's Q2 2025 financial results showed a revenue of 27.9 billion (up 9% year-on-year), which was 2% lower than Bloomberg's expectations, primarily due to gaming impacts [1] - The gaming and related value-added services revenue totaled 22.8 billion (up 14% year-on-year), also 2% below Bloomberg's expectations, mainly due to declines in titles like "Nirvana in Fire" and "Party of Eggs" [2] - The company expects Q3 2025 mobile gaming performance to improve, driven by strong summer releases and a favorable comparison to last year's high base [2] Group 2 - Online music revenue for Q2 2025 was 1.97 billion (down 4% year-on-year), below Bloomberg's expectations, mainly due to declines in the social entertainment segment [3] - The core online music business is anticipated to maintain a high growth rate of 15% in Q3 2025, supported by an improved music library and increasing monthly active users (MAU) and payment rates [3] - The company has adjusted its net profit forecasts for 2025-2027 to 36.3 billion, 39 billion, and 43.3 billion respectively, based on improved gross margin and reduced sales expense rates [3]
暴雪中国回应“守望先锋新角色配音被吐槽”:将重新选择配音演员
Xin Lang Ke Ji· 2025-08-16 06:37
Core Points - Blizzard China announced on August 16 that it will reselect the voice actor for the new Overwatch hero "Wuyang" based on player feedback [1] - The decision comes after significant criticism from players regarding the character's Chinese voice in the preview, which was deemed inconsistent with the character's image [1] - Blizzard expressed gratitude for player support and feedback, looking forward to the upcoming 18th season [1] Summary by Categories Company Response - Blizzard China is committed to improving the voice acting for "Wuyang" to better align with player expectations [1] - The company acknowledged the importance of player feedback in shaping the game's development [1] Player Feedback - Players criticized the initial voice acting for "Wuyang," leading to a strong demand for a recast [1] - The backlash was significant, with many players voicing their concerns on social media platforms [1]
FTC撤销反垄断诉讼 “游戏史上最大并购案”尘埃落定
Core Viewpoint - The Federal Trade Commission (FTC) officially withdrew its antitrust lawsuit against Microsoft's acquisition of Activision Blizzard, marking the end of regulatory disputes surrounding what is described as the "largest merger in gaming history" [1][2][4]. Regulatory Developments - On May 22, the FTC announced the withdrawal of its lawsuit, stating that continuing the litigation was not in the public interest after the Ninth Circuit Court upheld a lower court's decision to deny a preliminary injunction against the merger [2][3]. - The FTC's efforts to block the merger began in December 2022, citing concerns that the acquisition could suppress competition [2][4]. Acquisition Details - Microsoft announced its plan to acquire Activision Blizzard for approximately $69 billion in January 2022, which faced significant regulatory scrutiny in multiple countries before being completed in October 2023 [1][6]. - The total transaction value was reported to be $75.4 billion, with Microsoft utilizing over half of its cash reserves, which amounted to $111.26 billion as of June 30, 2023, for the acquisition [4][5]. Market Impact - Following the acquisition, Microsoft's Xbox content and services revenue surged by 50%, with Activision Blizzard contributing 44% to this growth [5]. - The merger is expected to enhance Microsoft's competitive position across various gaming sectors, including console, PC, and mobile gaming, while also expanding its player base significantly [4][5]. Challenges and Responses - The acquisition faced challenges from the UK's Competition and Markets Authority (CMA), which expressed concerns about Microsoft's potential dominance in the cloud gaming market [7][8]. - Microsoft made concessions by selling cloud gaming rights to Ubisoft, which helped alleviate some regulatory concerns from the CMA [8]. Future Considerations - With regulatory hurdles cleared, the focus now shifts to how Microsoft will effectively integrate Activision Blizzard into its gaming operations [9].