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166个国产游戏版号10月获批:网易“缺席”,美团入局
Guo Ji Jin Rong Bao· 2025-10-23 07:13
10月22日晚间,国家新闻出版署发布《2025年10月份国产网络游戏审批信息》,合计发放166个版号,包括159款国产网络游戏获版号,7款进口网络 游戏获版号。从游戏类别来看,10月过审网络游戏中超四成为休闲益智类移动游戏。 具体来看,游戏厂商方面,FunPlus、三七互娱、恺英网络、游族网络、鹰角网络、四三九九、冰川网络等均有所收获。 另外,还有7款游戏审批信息发生变更,包括完美世界旗下《幻塔》原申报版本增加游戏机PS5;吉比特旗下雷霆游戏的《开罗全能经营家》更名为 《开罗游戏世界》。 整体来看,10月发放的游戏版号数为目前年内数量第二多,仅次于8月的173款。截至10月,2025年共计下发游戏版号1440个,其中国产游戏版号1354 个,进口游戏版号86个。 明日方舟 秦铭蔚/摄 产品方面,本次获版号的166款网络游戏中,有多家上市公司、知名厂商的重点产品过审,如鹰角网络《明日方舟》(客户端)、三七互娱《生存33 天》、恺英网络《蓝月英雄》、游卡网络《三国杀正面对决》、四三九九《冒险启航》、冰川网络《我要当老祖》等;获批进口游戏中还包括FunPlus 《多元宇宙:暗夜危机》、游族网络《蜡笔小新》、玩趣互动 ...
新一批版号刚刚下发:166个,鹰角游卡4399在列,《明日方舟》客户端来了
3 6 Ke· 2025-10-22 23:55
10月22日,国家新闻出版署发布了《2025年10月份国产网络游戏审批信息》。 本批次共下发国产游戏版号159个,以申报类别划分:其中"移动"类别155款(含"移动-休闲益智"类别42款)、"客户端"类别4款;此外,还有8款游戏同时 拿到了"移动"类别和"客户端"类别的版号。 国产版号之外,国家新闻出版署今天还发布了新一批的进口游戏版号7个,其中有2款同时拿到了移动端和客户端版号。 截至今年10月,年内已下发的国产游戏版号共计1354个。 好玩橙《多元宇宙:暗夜危机》、北京锐我《飞飞:无限宇宙》、上海绮卓《蜡笔小新》、河南游术《露娜:蓝色大陆》、热血网络《仙境传说3》、伊 丝露德《消消奇遇》、玩趣互动《小小梦魇》。 除此之外,今天还有一批国产版号的变更消息。其中,值得注意的是,望尘科技的《美职篮巅峰对决》新增客户端;完美世界《幻塔》增添PS5版本。 以下为本批次版号的完整名单: 综合来看,在今天下发的新一批国产和进口游戏版号中,知名的厂商或产品包括: 国产游戏版号方面: 三七互娱《生存33天》、鹰角《明日方舟》(客户端)、游卡《三国杀正面对决》、祖龙《云梦西行》、四三九九《冒险启航》、友谊时光《萤火远 征》、 ...
中欧游戏企业在沪对话,完美世界分享“东西互鉴”合作新方向
Zhong Guo Jing Ji Wang· 2025-07-31 03:19
Core Insights - The interaction and evolution of the Chinese gaming industry with Europe is highlighted, focusing on three main directions for deepening cooperation: AI technology collaboration, cross-cultural creative co-creation, and global talent cultivation [1][4]. Industry Overview - The China-Europe gaming industry is entering a new phase of technological evolution and content innovation, with the European market continuing to grow. Countries like the UK, France, Germany, and Poland host numerous high-quality independent studios and AAA developers, leading in creative incubation and industrialization of AAA titles [2]. - In China, the domestic gaming market revenue is projected to reach 325.8 billion yuan in 2024, with self-developed games generating overseas revenue of $18.557 billion. The capability of domestic games in global technology and cultural expression is continuously improving [2]. Company Highlights - Perfect World has established a long-term cooperative relationship with Europe since launching "Perfect World International" in 2006, successfully publishing and operating several well-known games in Europe and promoting the integration of global technology and creativity [2]. - The game "Very Hero," developed by Perfect World's Sino-French team, won the Best Animated Character (Game Category) at the 47th Annie Awards, showcasing a high degree of cross-cultural integration [2]. - Perfect World's self-developed open-world game "Tower of Fantasy" topped the iOS free game charts in nearly 40 countries and regions after its overseas launch in 2022. In June 2023, "Persona 5: Phantom X" achieved top rankings in the iOS free charts in 25 countries, including the UK, Germany, France, the US, and Japan, and topped the Steam download charts [2]. Future Directions - The future of the global gaming industry will focus on the integration of technology reserves, cultural expression, and global collaboration. The cooperation space between China and Europe is expanding, with distinct development advantages and complementary paths [3][4]. - The potential for China-Europe cooperation extends beyond products and markets to the co-construction of industry concepts and mechanisms. Future collaboration can occur in AI technology, cross-cultural co-creation, and global talent cultivation [4]. - Perfect World has initiated educational collaborations, such as a master's program in game development with the University of Aberystwyth in the UK, and is progressing with a digital arts master's program with the University of Hertfordshire [4].
国产端游有望迎来爆发期
2025-07-02 15:49
Summary of Key Points from the Conference Call Industry Overview - The global gaming market is projected to reach $187.7 billion in 2024, with PC and console games accounting for $37.3 billion and $42.8 billion respectively, together representing 43% of the market, indicating a preference for heavy PC and console gaming among overseas users [1][3] - The domestic gaming market in China is expected to total 325.8 billion yuan in 2024, with client and console games combined reaching 72.5 billion yuan, a year-on-year growth of 5%, but only accounting for 23% of the total market, significantly lower than the 43% overseas [1][5] Market Trends - The domestic client gaming platform has shown a recovery trend since 2021, projected to reach 68 billion yuan in 2024, a 2.6% increase, marking a historical high; console gaming is expected to grow by 55% to 4.5 billion yuan [1][6] - The number of PC client game licenses and console game licenses has increased by 19.5% and 35% respectively, indicating a positive trend in regulatory approvals [6] Supply and Demand Dynamics - The supply side has seen explosive growth in domestic end games since 2017, with titles like "Naraka: Bladepoint" selling over 7 million copies in its first year and "Black Myth: Wukong" exceeding 28 million copies sold, generating 9 billion yuan in revenue [1][11] - The demand side is characterized by a rapid increase in users on the Steam platform in China, with the number of users growing from 10 million in 2016 to 155 million in 2023, and the proportion of simplified Chinese users surpassing 50% for the first time [11] Future Potential - The domestic PC and console gaming market has significant growth potential, with a user penetration rate of only 26% compared to the global average of 65%. The annual ARPU (Average Revenue Per User) is approximately 400 yuan, compared to nearly 600 yuan globally, indicating a potential increase of 50% [12] - By improving domestic penetration rates and expanding overseas, the market could see an incremental growth of around 100 billion yuan, representing a substantial opportunity for gaming companies [12] Major Players and Strategies - Major domestic players like Tencent and NetEase are increasing their investments in PC and console gaming platforms. Tencent's recent titles have shown strong performance, with "Delta Action" achieving over 12 million daily active users [13][17] - NetEase is also expected to experience a surge in new releases, with several high-quality titles in the pipeline, indicating a robust supply side in the coming years [15] International Market Outlook - Although the penetration of domestic firms in overseas console and end-game markets is currently low, there is optimism for improvement as competitiveness increases. Companies like Tencent are enhancing their capabilities in competitive genres, suggesting a positive trend for future market performance [18]
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].