China-ROK reversal in hand Tour

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

Mention Korean games, we can easily say such as miracles, legends, swords and other end of the trip. But looking at the App store China rankings, in addition to the recent "magic call" and rely on the micro-letter of "Every Day Millionaire", can hardly see the Korean game traces.

The end of the tour has swept the domestic Korean flow, it seems to the hands of the era of the great reversal, the Korean hand swim how? Do we really have the upper hand? Will Korea's hand tour return? From the game research and development, the market to overseas development, the reporter interviewed a number of senior practitioners to explore this phenomenon.

Former Tencent Game research group member: Market timing

Sandy, a former member of the Tencent Gaming Research Group, is a founding member of Dataeye, engaged in data analysis of hand travel. In her view, the most important one is the Chinese hand tour grasp the domestic market opportunity.

"Early South Korea to occupy the Chinese market, because Japan and South Korea and Europe and the United States and the development of online games early, the domestic to what nothing, natural backwardness, let South Korea accounted for the opportunity." Early in the domestic players are from Japan and South Korea in Europe and the United States to cultivate the game, but the player has been growing, know what kind of game for themselves, and each stage, the player needs a different type of game. Hand tour era, domestic manufacturers are not late, so many players are the domestic hand to train, many of the loyal players have little or no contact before the end of the tour. ”

In product quality, Sandy believes that the Korean hand to maintain the advantages of the end of the tour-the picture is exquisite, but the homogeneity is also more serious, play on the lack of bright spots.

IgG Senior Research and development: local protectionism

Cac,igg, a senior researcher, first expressed a similar view with Sandy. Then, told reporters about the last 2 years in Japan, Taiwan, Korea, the promotion of a feeling-local protectionism.

Cac thinks, perhaps is South Korea internal market is not small, appear some to be complacent. Although Japan and South Korea and other countries, research and development of strong, research and development started early, but local protectionism has increased the difficulty of the entry of foreign monks. At the same time, the reduction of competition in the outside world makes it difficult for its products to go out.

"Some warm boiled frog feeling, over time, will slowly lag behind the domestic." Do Koreans understand the consumption needs of Chinese people? Fine art can not do. ”

The first batch of games import and export practitioners: different development path

Moscha, founder of Uzone, the first batch of domestic game import and export trader. Moscha that the Chinese and Korean market environment is different, resulting in two different hand travel development path, so the Korean hand swim appears some acclimatized.

Moscha An example of a 2012-year visit to the neowiz of the Korean terminal. At that time, Neowiz to Moscha show nearly 40 hand tour, the number of many surprised her. Considering the domestic traditional manufacturers until this year to fully turn to hand tour, Moscha's surprise is not difficult to understand.

Neowiz told Moscha that it has worked with 360 to bring in some games to China. "The weather, the geography, the people and all let them occupy, this is my first feeling." Product quality, strong channels, the opportunity to cut right. "But it turned out to be a surprise and didn't push at home.

According to Moscha's summary, the biggest difference between China and Korea is that the target users ' needs are different. South Korea's first batch of hand tour is a simple casual game, such games rely on strong social platform, such as Kakao. At home, in addition to the early QQ space on the short-lived social games, there is little room for such games to live. When this kind of Korean game introduced in the country, can only be promoted on the social platform, natural acclimatized.

"At the stage of China's hand-breaking, Koreans have never found the needs of Chinese players and have stayed at the level of demanding social users," he said. Once you can't find a strong social platform at home, you're overwhelmed. So they strongly called for the micro-letter to open, to say a joke, micro-letter at that time holding the Korean hand swim in the domestic lifeline. ”

Jia Miao Technology CEO Zhang Lixi to this deep feeling. Zhang Lixi is a member of the Korea Institute of Entrepreneurship and Development Research group, and also serves as China's chief advisor to the Korea Gaming Commission. "South Korean mobile phone games are too late to start than China, before mainly weak networking and stand-alone games." To domestic channels of complex and abnormal degree, Chinese developers are forced to do online games. ”

Always wary of Korean hand tour

"End of the period, the Chinese game is basically in the following state, when the page tour began to emerge, to the hand tour era, China and other countries finally stand on the same starting line." Moscha said the same with her many domestic manufacturers who flew to Cologne, Germany, on the same flight.

The Chinese game seems to be able to be elated. Wait a minute! Chinese developers should not be happy too early, not to underestimate the South Korean hand tour, the Sino-Korean hand travel market differences are shrinking. According to Moscha, the Chinese and Korean players in the proximity of the demand, an obvious trend is, in the previous PC games closer to the more serious, more exquisite picture, sticky higher. This means that South Korea will increasingly adapt to the Chinese market.

For example, China's "pop three" in the South Korean Google Play squeezed into the top three, Efun last year in South Korea to operate a variety of martial arts theme RPG and so on, and South Korea also appeared heavy RPG hand Tour "Blade."

The "Spiritual call" is more worthy of the attention of the

. This is a South Korean com2us 3DRPG hand Tour, once entered the top ten App Store list. According to the reporter understands, com2us did not find the domestic distributor for this game, but operated alone. South Koreans have already killed themselves in the Chinese market.

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