恋与制作人
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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].
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].
首次上新、加大力度 游戏大厂“520”开启争流战
Bei Jing Shang Bao· 2025-05-20 07:50
Core Insights - The "520" marketing activities by major gaming companies have increased by nearly 10% compared to last year, with over ten companies participating this year [2] - "520" has evolved into an important romantic holiday and consumption node in China, leading to higher user engagement and discussions on social media [2][5] - The gaming industry is leveraging the "520" event to enhance brand loyalty and user stickiness through innovative marketing strategies [2][4] Group 1: Marketing Activities - Major gaming companies have launched diverse marketing activities for "520," including official lotteries, login rewards, limited-time skins, and gameplay [2] - Notable activities include "Wangzhe Rongyao" offering limited-time skin access and a collaboration with artist Alphonse Mucha for a special skin [2][3] - "Peace Elite" introduced a new character during "520," while "Lian Yu Zhi Zhi Ren" provided diamond gifts and special messages from characters [2] Group 2: Innovation and Engagement - This year's "520" activities have added new gameplay elements, such as "Wangzhe Rongyao" offering previously limited skins and "Jin Chan Chan Zhi Zhan" bringing back a special arena [3] - The intensity of marketing efforts has increased, with "Peace Elite" launching a new character and "Ni Shui Han" introducing themed costumes and a collectible pet [3][4] - Many "520" limited products require purchase, indicating a shift towards monetization strategies in marketing campaigns [3] Group 3: Revenue Impact - Sales from limited-time items, gift packs, and promotional recharge activities during "520" can significantly boost revenue and profits for popular games [4] - Historical data shows that gaming companies experience revenue spikes during key holidays like "520," Valentine's Day, and the Spring Festival [4] - The Chinese client game market saw a 3.62% quarter-on-quarter growth in early 2025, attributed to concentrated promotional activities during holidays [4]