Chinese online Games Shanzhai serious: New Game 3 days by the cottage

Source: Internet
Author: User
Keywords Online games industry net swims market domestic net swims new game
Every journalist Nings the Chinese online gaming market, which Beijing is considered a "haven" for capital, has been a great hit in the global economic turmoil.  A few days ago, Analysys International released the "2nd quarter 2009 China Online game Market Quarterly monitoring," showed that the 2nd quarter of 2009, China's online gaming market revenue reached 6.179 billion yuan. However, the rapid expansion of the market also triggered the Chinese network game enterprises collectively staged "axes" tactics-short, flat, fast.  The introduction of "Kimchi games" and the development of "Shanzhai games" has become a product strategy for most Chinese gaming companies, said one online game practitioner who declined to be named. New Game 3 days by the "cottage" "now the so-called domestic online games is undoubtedly in the Korean game put a layer of Chinese wind coat, the skills changed into martial arts, the Mage to Taoist, play or PK training class, wear equipment is always the purpose of everyone playing games."  "Online games veteran enthusiasts-are reading a junior in Beijing University of Technology," said the small. A new online game just released, small just less than 10 minutes to determine whether the future is popular. He said, "Now the network game is the same, a little change to the art of the listing, the average player will be aware of it."  "In the Chinese network game industry, to small just for the typical Chinese network to play home, is experiencing the so-called" kimchi "era of suffering. "Many online games like kimchi, no matter what brand, when to eat, after eating will find taste in fact almost." A game company official said.  For the cause of this phenomenon, the above officials believe that the rapid expansion of the Chinese online gaming industry, because of the lack of creative games, the development of talent shortages, resulting in serious game homogeneity. "A large number of network game operators will be successful online games of the source code and pictures to modify some, change the name on the line."  People familiar with the matter said that within 3 days of the launch of a successful game, they would be "cottage", which is the status quo of Chinese online games.  The giant also trapped in the "pickle" crisis under the influence of industry, Shanda and giant two Chinese online game market leader Group also faces the "pickle" crisis. Net revenues fell 2.5% from the previous quarter, down 27.9% from a year earlier, according to the Giant's 2009-year two quarterly earnings.  Industry evaluation giant's "journey" has already ended life, and subsequent new works belong to "kimchi."  The new game, the legendary return, has been highly commercialized by many players and has been coldly resisted. In this regard, the industry believes that in the Grand Agent Korea after the success of the Korean games, the domestic internet industry has arisen South Korea Gold Rush, the industry giants are acting South Korea online games into the Chinese game market. However, the Korean game model is simple, and play the same, mostly to practice class playing equipment, resulting in the market is filled with a lot of similar games.  In addition, the Chinese network game company's "creative reference", so that the market homogeneity of online games more serious. One of the typical cases is that NorthBeijing Kylin Game of the new "Genghis Khan" and Sohu tour of the "Tianlong eight" belong to the same class development, so "Genghis Khan" is more like a previous version of the cottage upgrade, which also led to a swim and Kirin's copyright dispute.  In addition, the current most popular web games Happy Farm also appeared a large number of Shanzhai version.  The status quo of brand vacancy to be solved after the collective bottleneck, the leaders of China's online games seem to have awakened. Online gaming industry veteran analysts believe that the traditional model of Chinese online games "kimchi" era, is facing the needs of collective reflection.  The reason is that, because the market lacks the uniform standard, the SHANZHAI model has created the problem that the game balance is not enough, and the living environment of the non-paying player needs to be improved. "Rely on the rapid production of a large number of high-quality game new to the market, in China's tenth year of online game development, the entire online gaming industry has such a strange situation-industry has, the brand is still absent." "Famous commentators Zhang Shule that the main reason for the lack of domestic online games is the shortage of talents, lack of patience and lack of culture." To change this thread, this can only rely on the online game companies spend time and money to create quality games, strengthen brand building. In this process, the strength of the enterprise can live better, and a large number of weak small enterprises will be eliminated.
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