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游戏大厂们的「产品长青」,与不得不提的「手游小年」
雷峰网· 2025-05-19 06:52
" 内容型产品「缺位」,平台型产品「补位」。 " 作者丨胡家铭 编辑丨董子博 随着 Sensor Tower 发布2025年4 月中国手游发行商全球收入榜,中国游戏厂商在全球范围内的吸金实 力再度被放在聚光灯下。 从数据来看,33家手游发行商吸金20亿美元,占据全球发行商收入近四成份额。但到目前为止,占据各大 发行商流水前列的产品,仍然以大厂的长青内容型产品+大DAU产品,和中小厂商的平台型产品(小游 戏)为主。各大厂商新近上线的"重磅手游",并未在市场端复刻前辈们的成功,在市场表现上有所"缺 位"。 一位游戏分析师向雷峰网表示,从重度手游平均2-3年的研发周期来看,近期上线的手游多为2021-2022 年期间的立项产品。 彼时正值版号寒冬,行业未来的不确定性,致使厂商会在内容型产品的开发上"留力",由此而来的"后 劲"则是,近一年上线的重度手游产品,在经历开服的宣发期后,也"凑巧"出现了高开低走的态势。从行 业大盘来看,则呈现出"手游小年"的尴尬状况。 以上海某游戏厂商为例,原定在今年上线的模拟经营类项目,其完成度在内部评审上不达预期,内部对于 是否将其上线公开,目前仍然在讨论阶段。其核心冲突点,则是纠结于 ...
二次元玩家,困在小游戏里
3 6 Ke· 2025-05-08 12:20
Core Viewpoint - The recent updates of fishing gameplay in popular anime-style games like "Zhongqu Zero" and "Mingchao" have sparked discussions and comparisons among players, highlighting a trend in the gaming industry towards simplified mini-games as a means to engage users and provide rewards [2][4][9]. Group 1: Game Updates and Comparisons - Both "Zhongqu Zero" and "Mingchao" introduced fishing-themed activities within a day of each other, leading to player comparisons and discussions across both domestic and international platforms [2][6]. - Players have criticized the fishing mini-games for being unoriginal and lacking depth, with some expressing disappointment over the simplistic gameplay mechanics [7][30]. - The trend of integrating fishing mechanics into anime-style games reflects a broader industry shift towards casual gaming experiences, as seen in other titles like "Infinite Nuan Nuan" and "Dust White Zone" [9][11]. Group 2: Mini-Game Design and Player Experience - The fishing mini-games in "Zhongqu Zero" and "Mingchao" are designed to be easy and accessible, catering to players who prefer to complete tasks quickly for rewards rather than engaging in challenging gameplay [19][28]. - Both games utilize narrative elements and popular characters to enhance player engagement, but the mini-games themselves are often perceived as repetitive and lacking excitement [31][32]. - The simplification of mini-game mechanics is a response to player feedback, aiming to avoid frustration while still providing a sense of accomplishment through rewards [20][36]. Group 3: Industry Trends and Business Models - The prevalence of mini-games in anime-style games is linked to the industry's reliance on gacha mechanics, where players are incentivized to engage in repetitive tasks to earn resources for character upgrades [35][39]. - The design of mini-games serves as a tool for resource distribution, balancing the need for player engagement with the necessity of maintaining a sense of value in the rewards earned [36][37]. - The ongoing challenge for developers is to innovate within the constraints of the gacha model, as the current approach often leads to a cycle of uninteresting gameplay experiences [38][41].