守望先锋

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 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
辞职后,张栋将不再担任公司及其控股子公司任何职务。根据有关规定,张栋的辞职报告自送达董事会时生效,张栋所负责的相关工作已进行了交接,其 辞职不会影响公司的正常生产经营。 公司于2025年10月27日召开第六届董事会第十六次会议,审议通过了《关于聘任刘伟为总经理的议案》,同意聘任刘伟为公司总经理,其任期自董事会审 议通过之日起至公司第六届董事会任期届满之日止。 据南方都市报报道,"80后"张栋现年44岁,毕业于北京大学。根据2024年年报,张栋拥有近20年的游戏行业从业经验。2005年,张栋加入腾讯互动娱乐事 业部,任产品经理。2009年,张栋加入巨人网络,任《征途2》等项目产品总监。2013年,张栋加入网易,组建了网易暴雪游戏中国发行和电竞团队,发 行和运营了《炉石传说》《暗黑破坏神3》《风暴英雄》《守望先锋》等游戏以及《魔兽世界》多个资料片的国服版本,此后历任上海合作部总经理、上 海网之易法定代表人及执行董事等职。 红星资本局10月28日消息,今日,巨人网络发布公告称,公司总经理张栋因个人原因向公司董事会申请辞去总经理职务,原定任期至公司第六届董事会任 期届满之日止。 2022年起,张栋加入网易云音乐管理团 ...
 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
雷递网 乐天 10月28日 巨人网络(证券代码:002558)今日发布公告,宣布总经理张栋因个人原因向公司董事会申请辞去总经理职务,原定任期至公司第六届董事会任期届满之 日止。 辞职后,张栋将不再担任公司及其控股子公司任何职务。张栋的辞职报告自送达董事会时生效,张栋先生所负责的相关工作已进行了交接,其辞职不会影 响公司的正常生产经营。 为完善公司治理结构,经公司董事长提名,同意聘任巨人网络元老刘伟女士为公司总经理,其任期自董事会审议通过之日起至公司第六届董事会任期届满 之日止。 资料显示,张栋现年44岁,2002年毕业于北京大学生物化学与分子生物学专业,在游戏行业多年。2005年,张栋加入腾讯互动娱乐事业部,任产品经理。 2009年,张栋加入巨人网络,任《征途2》等项目产品总监。 2013年,张栋加入网易,组建了网易暴雪游戏中国发行和电竞团队,发行和运营了《炉石传说》、《暗黑破坏神3》、《风暴英雄》、《守望先锋》等游 戏和《魔兽世界》多个资料片的国服版本,此后历任上海合作部总经理,上海网之易法定代表人及执行董事等职位。 2022年起,张栋加入网易云音乐管理团队,负责商业化及市场等多项工作,同时担任公司法定代表 ...
 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
 Zhong Guo Jing Ying Bao· 2025-05-31 02:00
 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].
 刚刚,网易一季度营收净利双增长,美股盘前大涨!
 Jin Rong Jie· 2025-05-15 12:14
 Core Viewpoint - NetEase reported strong performance in Q1 2025, with net revenue of 28.829 billion RMB, reflecting a year-on-year growth of 7.4% and a quarter-on-quarter growth of 7.8% [1][2]   Group 1: Financial Performance - NetEase's Q1 2025 gross profit reached 18.479 billion RMB, marking an 8.6% increase year-on-year, with a gross margin of 64.1% [2] - The company's operating expenses for Q1 2025 were 8.038 billion RMB, a decrease of 14.4% year-on-year, attributed to reduced marketing spending in the gaming sector [2] - Net profit attributable to shareholders for Q1 2025 was 10.301 billion RMB, showing a significant year-on-year increase of 34.9% [2]   Group 2: Business Segments - Revenue from games and related value-added services in Q1 2025 was 24.048 billion RMB, accounting for approximately 83.4% of total revenue, with a year-on-year growth of 12.1% [1] - New game releases, such as "Yan Yun Shi Liu Sheng" and "Jie Wai Kuang Chao," contributed to the revenue growth, with the former surpassing 30 million registered players and the latter achieving a peak of over 110,000 concurrent players shortly after launch [1] - Non-gaming segments, including Youdao, NetEase Cloud Music, and other businesses, experienced revenue declines of 6.7%, 8.4%, and 17.6% respectively [1]   Group 3: Market Reaction - Following the earnings announcement, NetEase's stock price rose by 1.2% to 168.1 HKD per share, with a market capitalization of 532.5 billion HKD [2] - In pre-market trading in the US, NetEase's stock price increased by 4.85%, reaching 112.3 USD per share [2]






