Vice president of well-known web games for "Web game slide" speech

Source: Internet
Author: User
Keywords Web games game makers gaming platforms game media game modes game content
Recent web Game (webgame) in the industry appeared a "webgame gradually into the downward trend" of the article, the author enumerates the current web game part of the phenomenon, and finally came to the "web game into suicide-style development trend" conclusion. This analysis of the article appeared after a lot of media reproduced, but in view of such views, "Xian-domain" deputy president of the Zhang through the NetEase game channel put forward a different view. He believes that Webgame has not approached the downward trend, but is going through a variety of adjustments are moving towards a huge development.  Zhang Barge "web game slide" Remarks Zhang Profile: Well-known web game platform Vice President, the platform since its inception September 1, 2008, in nearly a year time accumulated more than 17 million effective users, active users nearly 4 million, while the online average number of nearly 300,000. Market size still has great potential Zhang has a wealth of industry experience in game operation and promotion.  Zhang said that the "webgame decline trend theory" is not entirely correct, can be from the market, promotion, operation and innovation, such as the point of view to refute.  Zhang to NetEase game channel said "webgame Decline trend theory" that "the current web game market has saturated, in oversupply situation, the main argument is that the threshold of the web game low, short development cycle, new games to make the market quickly saturated, the players are weak", these conclusions are unconvincing. Zhang listed the industry authority of the 2008-2009 China web Game Industry Development Report on the data, the 2007 Chinese web game market size of 100 million yuan, to 2008 to 500 million, will maintain more than 20% of the growth rate, is expected to break through 1 billion in 2010 years, reached 1.26 billion yuan. On the other hand, on the scale of users, the 2007 Chinese web Game User scale of 2.5 million people, to 2008 User size reached 9 million people, an increase of 260%. Conservative estimates, the next three years, users of the Web game in the annual growth rate of about 5 million people, is expected to exceed 20 million by 2010, to 20.2 million people. Zhang's platforms and games run through these industry data, Zhang that the market scale of web games is in a rapidly expanding stage with great potential. Players are not "weak", but need to continue to explore and develop. Let the game manufacturer "the player crowd is weak" The illusion, largely is because the current game homogeneity serious, few fine, cannot arouse the player interest.  According to Iris analysis, the current three-story and martial arts theme of the game occupies most of the game too single seriously affected the new user's pioneering, but also not conducive to the maintenance of old users. Players only know the quality of the game Zhang at the same time that "webgame decline trend Theory" that "web games due to low threshold, competitive, resulting in the increase in the cost of web game promotion, such as high prices to buy the game union settled in practice, a recruit invalid only wait to die, so get the web game intoThe conclusion of the extension model is also not rigorous. Zhang said: "At present, web game promotion competition is fierce, in addition to the traditional game media, but also in other users have the resources of the platform such as literature station, download station, community sites, well-known forums, local information port and other places to carry out publicity, individual extreme promotion also according to the head of the price of money to buy trade unions settled in, window registration, etc. But the effect of analysis and promotion, can not see the breadth, but also to see the method and content. Experienced people will find that the current web game is not online promotion, can only rely on online promotion, and publicity to promote the majority of the vulgar route or false publicity. "[Page]" The Press and publication administration during the National Day on the Internet game of vulgar content clean-up, the results of 80% of web game vendors are investigated and can explain the problem. This kind of spread propaganda, accurate user arrival rate is low, the player's reputation is poor, the game to the operator no loyalty can be said, the game manufacturer's promotion cost how can not high? "Zhang that the promotion of web games should be based on their own actual situation to adjust, can not follow, the head of the purchase of trade unions settled in the" suicide promotion "is not analysis blindly follow the failure to promote examples. Game manufacturers should have self-knowledge, there are user resources to consider how to guide users to the game, the quality of the game itself is good to go the boutique propaganda route, neither user resources nor special excellent game can consider platform scale effect, do a good job "shopping guide" to attract users.  In fact, all the promotion revolves around the game itself, the player finally recognized is the quality of the game, good games to promote the effort, poor game will only let the promotion of naught. Operation mode needs to break through the joint operation has always been the most effective web game development model, but also the main way to survive the game platform.  But now the joint operation is faced with poor user adhesion, users do not buy the plight, "webgame decline trend theory" that the joint operation has been declining, platform operation to the plight. Zhang that the joint operation of this is only the initial stage of the development of the web game, but with the increase in operating platform, the same game content, the number of poor services, the players who want to become a platform for a loyal user? Moreover, the game is running well, to a large extent enhance the popularity of the game, rather than platform visibility. In addition, according to the industry disclosed that the joint operation also involves such as operational qualifications, network culture licensing and other management issues, the state will regulate this.  Joint operations like a double-edged sword, you can make the platform in the early days of rapid money, but also tied the development of the platform. However, the gaming platform will not go into trouble. Learn from the network game, take the exclusive agency route is a breakthrough way, conducive to the establishment of platform brands. Some of the recent exclusive agency moves in the market have proved that many operators are aware of this.  Zhang said, pay attention to build the game platform brand, will be in the future industry competition to seize the opportunity. Imitation of online games is just the first step in the latest market there are real-time combat class web games, such as theFairy domain, "Qingcheng", the content of these games with the traditional client online no significant difference.  "Webgame Decline trend theory" that this imitation of traditional online game model to highlight the last stop of the web games. Zhang The opposite opinion, he believes that the emergence of real-time combat-type web games is not a sign of decline, but a symbol of innovation. Because the player's taste and demand is multiple, the past strategy class + simulation business class of the web game to meet the taste of some players, but there are more players on the instant combat games have a unique feeling. According to a small industry survey, nearly 70% of people like instant combat web games. Players need to dig, when the whole industry is full of strategy + simulation of the operating atmosphere, the emergence of real-time combat-type web games, to bring a refreshing feeling to the players.  He listed the "Xian-field" open inside, one day more than two sets of servers, the number is still full of examples of real-time combat-type web game has a wide range of prospects. Zhang thinks, the player's demand is changing, the game should also follow innovation breakthrough. The advent of instant combat web games is a technological advance and a first step towards innovation from imitation of web games.  The instant Combat web game not only satisfies the needs of the web game players, but also challenges the traditional client online games, which is of great significance. Combined with the above analysis, huge market size potential, players on the same game mode of growing weary, the old promotion mode and operating mode of embarrassment, the emergence of a new game mode, Zhang that all this is fully explained: After nearly two years of development, web game gradually from the national money generation to the competition of the fittest era, More and more boutique games will appear, with brand impact of the game platform will be generated, the Web game market cake will be more and more, this from the early years of online game development process is traceable.
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