2015, the complete reform of the hand tour will be catalytic

Source: Internet
Author: User
Keywords Mobile games mobile network games mobile games

Since the beginning of 2013, the gaming industry has been trumpeting the notion of heavy hand travel, but after 2014 years of development, from the most intuitive data, we found that the hand in the market card-type game still occupies a considerable share, and the heavy ARPG class game is still in a hidden and outgoing status, While market share is climbing, there is still a lack of a real lead.

Happily, at the end of 2014, we saw the trend of heavy hand tour in 2015, and this trend can be divided into three parts: Game Enterprise, user, and third party supporting enterprise that connect game enterprise and user.

First, the handle such peripherals

The size of the mobile screen and the setting of touch screen restrict the development of the heavy Hand tour. Now the biggest trouble with the heavy Hand tour is: Mobile phone screen operation is often not enough to meet the needs of heavy hand travel.

The MMORPG end of the year (large multiplayer online role playing game), hate can not all keyboard are set into a shortcut key, even if the page is more or less have a few commonly used keys.

In September 2013, Apple launched the latest iOS 7 system, the implementation of the default support mobile game handle function, through the Apple MFI Certified mobile game handle, you can directly use lightning or Bluetooth features and mobile phone connection, no need to install any app or settings can be used directly.

Since 2013, peripheral manufacturers have looked at the beginning of action, their idea is to use the handle of this peripheral to make the phone into the year rage similar NDS, Gameboy such a palm machine.

At the end of 2013, the US Moga company launched its first game handle "Ace power", which could be used directly by iOS, and shortly thereafter Logitech, Sai and Mad Catz also released mobile game handles.

Due to the compatibility of the game at that time and the high price of peripherals, the handle did not achieve very good results, the first half of 2014 the hands of the market is still a card category of the world.

But all this does not mean that the handle of this peripheral device does not have huge imaginary space, the data show, and according to the "2014q3 China Mobile Gaming Market Quarterly monitoring Report" released by the media, In the third quarter of 2014, China Mobile game game users increased to 462 million people, a large number of users behind the huge market space, the end of 2014 so far, the domestic new internet, UC nine tour, Millet successively into the game handle market.

To the Beijing-East expansion of the new wireless game on the handle of the price for example, the main 99 yuan, 149 yuan price, the price compared to the previous minimum Logitech G550 500 yuan has thoroughly priced this threshold to smash. In the compatibility, the new wireless game handle is a self built platform to solve the game compatibility and mobile phone screen virtual button problems.

Of course, the development of game handles will still encounter a lot of threshold, but heavy hand travel needs to have similar handles such as peripherals to solve the problem of maneuverability.

Whether the future can not use the handle directly on the phone or similar to voice-activated technology to replace peripherals, it is possible, but the current development of the handle will directly determine the survival of heavy hand travel space.

Second, the large end of the tour vendors to enter

2013 is a hand tour of the outbreak of the year, but the 2014 is the end of the tour manufacturers Collective Transformation Hand tour of the year, in this process, swim the "Tianlong eight 3D" two months of water breakthrough 400 million, Snail's "Taiji Panda" water, agents both over billion.

In addition, Tencent, NetEase, Giants have also launched a heavy hand tour of the masterpiece, regardless of which one of the end of the company, they are in the human and material input in comparison with some small teams are astronomical. Hand Tour Market Shuffle period has ended.

When there is no comparison in the market, we can accept any form of products, but once the comparison, those small costs, shoddy products will be quickly eliminated.

The slight card-player tour can rise rapidly, is because the hand tour market just broke out, developers do not need to invest too much resources, often 5-10 people, 1 million of funds, less than half a year, a hand tour can be online, and for users, the market does not have too many options.

However, when an IP has to be tens of millions of dollars, when research and development costs easily more than tens of millions of dollars, when the research and development team gradually closer to dozens of people, this is no longer a small entrepreneurial team can withstand. Hand tour of the Red Sea exacerbated the small CP death rate, but also accelerated the Chinese hand to the development of high-quality products, this process, the heavy hand tour will truly usher in their own development opportunities.

For developers, the ARPU of mild hand travel is more tempting than the arpu of heavy hand travel. And the Chinese hand tour market experienced two years of rapid development, when the user was washed out, how the depth of development of these users will directly determine the trend of growth, so, more manufacturers will devote their energies to develop heavy hand tour.

"We will focus on improving the quality of our products and getting a greater chance of success for a single product, rather than the probability of success by introducing multiple products," said Wang, president of the gaming business group. 2015 the whole year, in the field of hand tour, the strategy is to quality far more than the pursuit of quantity, of which, most of the online products will be a heavy game. ”

Third, the user has completed the education

At a previous summit forum, Chen Yuyu has expressed a view of the market situation of China's hand tour, he said, "China's casual gaming domain users experience from 0 to 1 of the evolution process, to see the user's appeal and user behavior, so the majority of domestic users are still in the casual game state, The user plays the game is not immersed in the game plot, but passes the time, along with the stock user appeal more and more, appears more and more growth system. ”

Echoing this, Guixe, the giant's president, said in the last couple of years that "micro-letters have trained a number of moderately casual games over the past two decades." Game White ' users to play the habit of the hand, which is a good thing for the entire industry, but the industry is an inevitable trend towards heavy hand tour, the advantages of large companies will probably usher in a centralized release in 2015. ”

After more than 2 years of development, with a simple easy to start casual card games, China has raised the most likely to be the world's most hand-travel users, but also changed people's previous game of "son preference" concept. But, with these mild games, the Chinese market does circle the vast user, but when all modes are moving in this direction, users will always appear fatigue.

Now card market situation is, the same, nothing but IP is different, so the plot is different, the role is different, mainstream play is not two. So in a slightly innovative "sword tower legend" came out, immediately break the hegemony of Tencent.

Wang believes that the player's demand for travel, from the 2D screen to 3D screen transfer trend is very obvious; game type, based on the end of the mature play more and more popular players; in the game data interactive mode, the trend from asynchronous communication to synchronized data is more and more obvious. Finally, the social, more and more players to abandon the weak network of stand-alone games, to really strong social mobile gaming products.

To sum up, 2015, from the user level to the manufacturer level, and then to a third party, will catalytic heavy hand tour of a thorough innovation.

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