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《恋与深空》玩家打上热搜,乙游社区的扭曲与失控
3 6 Ke· 2025-10-17 08:03
Core Viewpoint - The article discusses the escalating conflicts among different player factions within the otome game community, particularly focusing on the game "恋与深空" (Love and Deep Space), highlighting how these disputes have become a norm in the industry and reflect a shift in player mentality from gaming for emotional connection to a more fan-like obsession with characters [1][3][10]. Group 1: Player Conflicts - Recent conflicts erupted between "哥推" (Ge Push) and "彻推" (Che Push) players due to a controversial promotional event, leading to widespread online disputes and personal attacks [1][4]. - Prior to this, other factions like "星推" (Xing Push) and "鱼推" (Yu Push) had already engaged in similar conflicts, indicating a pattern of ongoing disputes within the community [3][4]. - The frequency of these conflicts has become so common that they are now seen as a regular occurrence in the otome game market, with players often engaging in verbal battles online [3][4]. Group 2: Community Dynamics - The otome game community is described as being in a state of chaos, with players expressing their frustrations about the constant fighting overshadowing the enjoyment of the games [4][9]. - New players, like 小琳 (Xiao Lin), report feeling overwhelmed by the negativity in the community, which detracts from their gaming experience and leads to thoughts of disengagement [9][10]. - The article suggests that the community's focus has shifted from enjoying the games to engaging in conflicts, mirroring behaviors seen in fan culture [5][7]. Group 3: Psychological Shift - The article notes a significant psychological shift among players, where the distinction between "players" and "fans" has blurred, leading to more emotional and aggressive behaviors from the latter group [7][10]. - The evolution of character design and narrative focus in games like "恋与深空" has contributed to this shift, as players increasingly view male characters as idols rather than just game figures [7][12]. - This change has resulted in players losing their sense of self and emotional independence, as they become more invested in the characters and their narratives, leading to a toxic community environment [12][13]. Group 4: Industry Implications - The article argues that the otome game genre has strayed from its original purpose of providing emotional support and connection for female players, instead emphasizing romantic relationships at the expense of self-identity [10][12]. - The success of games like "恋与深空" has attracted a new audience, but this demographic is more susceptible to the collective emotions of the community, further exacerbating conflicts [7][10]. - The article raises concerns about whether the otome game industry can return to its roots of fostering self-love and emotional fulfillment for players, given the current state of community dynamics [12][13].
进军乙游搞情感陪伴,《王者荣耀》的醉翁之意是什么?
3 6 Ke· 2025-08-07 10:12
Core Insights - The article discusses the launch of the new emotional engagement project "Heartfelt Kings" by "Honor of Kings," targeting female players and expanding the game's appeal beyond traditional gameplay [1][3][4] - The initiative aims to create a parallel universe where popular male characters take on different, more relatable roles, enhancing their connection with players [4][5][9] Group 1: Project Overview - "Heartfelt Kings" is positioned as a cross-media initiative rather than a standalone game, featuring characters in various dreamlike professions [4][5] - The project includes dynamic comic stories and encourages user-generated content, with rewards for contributions [5][9] - The initiative is a strategic move to explore the potential of male characters in female-oriented communities and gauge their popularity [9][10] Group 2: Market Context - The move to enter the female gaming market is not unprecedented, with successful examples from other franchises like "Heartbeat Memories" and "Kantai Collection" [10][12][14] - The gaming industry has seen male-oriented IPs successfully branch into female-targeted products, expanding their audience without damaging brand reputation [10][12][19] Group 3: Challenges and Considerations - The transition from a competitive MOBA to a narrative-driven experience poses challenges, as players may have heightened expectations for character consistency and emotional engagement [24][25] - The initiative faces risks related to user-generated content, including potential backlash from the community if character portrayals do not align with established narratives [25][27] - The project is cautiously designed, focusing on original characters to mitigate risks associated with historical figures and their adaptations [27]