暗区突围

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押注买断,暴雪传奇做的太空搜打撤如何突围
3 6 Ke· 2025-07-23 08:02
"当今射击游戏市场都这么饱和了,还搞买断,是真的是天不怕地不怕。" "买断制无所谓,但重要的是它这点内容根本支撑不起30刀的价格。" 早在《无主星渊》公布具体发售时间与商业化模式时,这款满身光环的产品,就陷入了"哈姆雷特"式的玩家争议中。 7月22日,这款由Dreamhaven研发的多人合作PvEvP动作射击游戏,推出了国际版。提及《无主星渊》,很多玩家第一感兴趣的是,其背后公司充满"游戏 岁月感"的研发团队。暴雪创始人、前任暴雪CEO Mike Morhaime,《炉石传说》制作总监Jason Chayes等"老暴雪",正是这款产品的缔造者。 当然,在足够话题性的团队背景之外,游戏本身亦有着不少吸睛点。极具风格化的类"太空盗贼之海"题材,融合了搜打撤、吃鸡、英雄射击等热门元素的 玩法,让该作自首曝以来便受到了广泛关注。 说实话,从游戏前期测试情况来看,《无主星渊》在品质上,依旧配得上"暴雪出品,必属精品"这块招牌。不过,面对同类型产品市场的快速变化,俨然 它还得经历更多的挑战与考验。 01 30刀买断,玩家接受度如何? 摆在《无主星渊》面前最大的挑战课题,一定是长线运营。 玩家们担忧的关键点在于,游戏买断制 ...
游戏行业专家交流
2025-09-03 14:46
Summary of Tencent Games Q1 2025 Conference Call Industry Overview - The conference call focuses on the gaming industry, specifically Tencent Games and its performance in Q1 2025. Key Points and Arguments Overall Performance - Tencent Games reported a strong overall performance in Q1 2025, with a revenue increase of approximately 9% year-on-year, attributed to the successful launch of new products and seasonal factors during the Spring Festival [3][4][6]. Major Game Titles - **Honor of Kings**: Revenue reached 169 billion RMB, with a year-on-year growth of about 5%. The game performed well during the Spring Festival, with skin sales exceeding expectations [2][7]. - **Peacekeeper Elite**: Achieved a 9% year-on-year growth, with March revenue at 16.9 billion RMB. However, growth may slow due to internal competition from new FPS games [8]. - **Valorant**: Surpassed League of Legends in revenue, with an 18% year-on-year increase, driven by user growth following EDG's championship win [9]. - **League of Legends**: Experienced a 7% decline in revenue, attributed to user migration to mobile games and competition from Valorant [9][10]. New Game Releases - **DNF Mobile**: Generated nearly 40.5 billion RMB in Q1, but is expected to decline in Q2 due to user drop-off and content consumption [4][6]. - **Delta Force**: Revenue reached 11 billion RMB in Q1, with an annual target of 45 billion RMB [5][6]. - **Dark Zone Breakthrough**: Expected to launch soon, with a projected annual revenue of 32 billion RMB, though initial revenue may decline due to user overlap with Delta Force [11]. AI Integration and Innovation - Tencent is incorporating AI into existing games, enhancing gameplay features such as AI-driven dialogues and companions in titles like Honor of Kings and Monster Hunter Mobile [18]. - The introduction of AIGC technology has optimized the production process for in-game items, reducing production time by over 20% [12][14]. Future Outlook - The annual revenue forecast for DNF Mobile is 120 billion RMB, with a completion rate of 85-90%. Other new games like Dragon Festival and NBA2K are expected to generate 8 billion and under 5 billion RMB, respectively [6]. - Tencent anticipates a domestic market growth rate of 8-10% for the year, with quarterly fluctuations based on new releases and previous year comparisons [25]. Device Launch Plans - Tencent plans to launch a mobile console named 3D One, targeting the Steam Deck market, with pre-sales expected in late 2025 and shipments in 2026 [16][17]. Strategic Adjustments - Tencent is focusing on optimizing costs and reducing reliance on high-commission channels to enhance profit margins. This includes leveraging AI for workforce optimization and negotiating better terms with distribution partners [30]. Additional Important Content - Tencent's overseas products showed mixed results, with PUBG Mobile growing by 6% while Call of Duty Mobile declined by 13% [20]. - The company is actively exploring the two-dimensional game market, with several new titles in development and expected revenue projections [28][29]. This summary encapsulates the key insights from Tencent's Q1 2025 conference call, highlighting the company's performance, strategic initiatives, and future outlook in the gaming industry.
腾讯网易字节都在争,万物皆可搜打撤?
3 6 Ke· 2025-07-16 02:36
Core Insights - The "search, fight, and retreat" gameplay has evolved from a niche concept to a mainstream trend, attracting numerous game developers eager to capitalize on this opportunity [1][39] - Tencent has emerged as a dominant player in the domestic market with successful titles like "Delta Action" and "Dark Zone Breakout," both achieving significant revenue growth and user engagement [2][39] - The gameplay's appeal is broadening, with more players engaging with the genre, indicating a growing market potential [5][39] Market Dynamics - The "search, fight, and retreat" concept was popularized by the overseas game "Escape from Tarkov," which, despite its initial limited reach, has proven to be a forward-looking gameplay style [2][39] - Tencent's "Dark Zone Breakout" has maintained a position in the iOS top 80 for two years, while "Delta Action" has quickly climbed to the top 10, showcasing the competitive landscape [2][11] - The user base for "Dark Zone Breakout" has expanded significantly, reaching over 180 million global registered users, indicating strong market penetration [5][11] Gameplay Evolution - The gameplay mechanics are evolving to cater to different player tiers, enhancing the experience for hardcore, mid-tier, and casual players [7][9] - "Dark Zone Breakout" has introduced features to reduce player loss experiences, such as limited-time modes and safety zones, making the game more accessible [9][39] - "Delta Action" incorporates various gameplay modules, with the "search, fight, and retreat" mode being the primary focus, and has introduced new mechanics to balance hardcore and enjoyable gameplay [13][39] Competitive Landscape - The domestic market has become a testing ground for "search, fight, and retreat" games, with many new titles emerging [21][39] - Other companies, such as NetEase, have struggled to achieve similar success in the overseas market with their attempts at this gameplay style [18][39] - The genre is witnessing diversification, with various adaptations across different game types, including ARPGs and casual games, indicating a shift from its hardcore roots [32][39] Future Outlook - The "search, fight, and retreat" gameplay is expected to continue evolving, with developers exploring new themes and mechanics to attract a wider audience [39] - The market for this genre is still expanding, with potential for further growth as more titles are developed and released [39]
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]
这个新游戏,搞我心态
半佛仙人· 2025-04-29 12:15
这是半佛仙人的第1791篇原创 1 今天《暗区突围:无限》上线,我第一时间过去爽了一整天。 作为一个《暗区突围》手游的老玩家,进游戏前我非常自信,我觉得凭我丰富的经验,一 定能杀穿农场,雄霸北山,搜光山谷,登顶电视台。 结果一天玩下来,我感觉自己的心脏受到了无绳蹦极一样的锻炼。 人生大起大落的实在太快,刚刚还在庆祝夺舍成功,转头就要撤离失败,搞得我空调开到 1 8度还是出了好几身汗。 好久没有这么强的有氧了,我甚至觉得该准备一箱外星人电解质水,不然我作为地球人真 有点蚌埠住。 这个游戏在电脑上玩,真的不一样了。 甚 至 我 怀 疑 如 果 大 刘 老 师 玩 过 暗 区 , 他 会 直 接 说 宇 宙 就 是 一 局 暗 区 突 围 , 只 要 你 发 出 声 音,就有一帮人过来揍你。 能让人这么沉浸,暗区端游的设计很有意思。 搜、打、撤这个模式现在很热门,相关游戏一直在追求简化,让玩家玩得爽。 但玩了暗区端游这种走沉浸拟真风格的纯粹搜打撤,就会发现搜、打、撤模式本身就很吸 引人,它的每一个环节都击中了人性的弱点。 玩的时候我感觉自己完全被拿捏,暗区端游抓住了我的弱点,轻拢慢捻抹复挑,没事儿还 要揍两下,让我 ...