"Final Fantasy 14" will be the Chinese online games market homogenization?
Source: Internet
Author: User
KeywordsOnline games Final Fantasy
After a decade of rapid development, the Chinese online games have been showing signs of slowing growth for the first time. In the second quarter of 2010, China's online gaming market fell 0.5% on a month-on-month basis, while another analysis agency drew more serious data, falling 1.8% on the chain. Industry personage Analysis pointed out, the product homogeneity, the user esthetic fatigue, the game lacks the innovation and so on, is causes the market growth rate to slow the important factor, but on the other hand, this kind of adjustment period's appearance or will create the new opportunity. Difficult to solve: Chinese online games "homogenization" Magic Mantra "homogeneity" is becoming the biggest obstacle to the development of online games industry. On the one hand is the homogeneity of content subject matter. At present, although the number of products in China's online games, but the general lack of innovative themes, many enterprises blindly copied, follow, a variety of games in the content of the similarity is very high, or even a product split into multiple versions into the market. For example, the Three Kingdoms, the margin, journey to the theme of the game of the product layer of different products, according to incomplete statistics, the "Journey to the book" series of online operating games up to 10 of the balance, the game style from the cartoon to realistic, ranging from 2D to 2.5D of various types. And the "Three Kingdoms" as the theme of the game even more than 100, and at the same time there are more than 20 "Three Kingdoms" named the game, due to the same content, it is inevitable to let the players day long annoying, making these three theme games mostly dismal end on the one hand is the game mode of homogenization "Mode homogenization" the most significant performance is "Play blame upgrade PK" combat system settings. In the previous domestic game enterprises conducted by the player research, most players have expressed the criticism of this phenomenon. One player bluntly: now the game is almost, in addition to practice level, PK, is the task, playing boss, but the picture changed, the other is still the old. "Repeated PK, simple upgrade mode has been very difficult to attract us to the game to create fun, Chinese games have lost the exploration of the game, experience the fun of the plot, I think this is the nature of the game against." "The Chinese online games have irreplaceable memories and feelings," said the veteran player sadly. There is a point of view, the formation of this situation, and developers "profit-driven" short-sighted existence of a great relationship, the current game developers to produce online products show the sincerity has been not as good as before, there are insiders image analogy: now we contact the MMORPG, has no RP, only G. And this g, not game, is gold. At the same time, the composition of online users is also quietly changing. Analysis points out: 15-25 years old is the main force of online users, and with the growth of the online games industry in 10, these people have entered the career development period of life, the game is no longer the most important part of their lives. New players compared to the first generation of the game's love is far from the same level, the generation of players on the game's loyalty reduced, at the same time, with the diversification of entertainment, social games, web games, mobile games are also competing with large online game, resultingLarge online games players are constantly being diverted. Product convergence led to the boredom of the game experience, the player's growth led to the loss of users, in the two sides of the attack, looking back on the Chinese games for ten years Gongchenglvede, seems to be facing an unprecedented dilemma. Breaking the Council: "Final Fantasy" breakthrough Way, September 16, Grand Games officially signed Square Enix game "Final Fantasy 14", access to mainland China's exclusive right to operate, a time to become the industry, media, players focus on, not only the first day on the major sites of the front-page headlines, in the forum, Weibo and other online communities have sparked extensive discussion and reprint. Online Games senior analysts believe that the Grand Game agent "Final Fantasy 14" is so much attention, not only because of the brand influence of the Final Fantasy itself, but also the breakthrough meaning of the series's first entry into China, and more importantly, the Final Fantasy of the "mainstream" products in the current Chinese online gaming market is an absolute "alternative", it to the plot, emotion as the theme of the game style, whether the success of the Chinese online games to break the "homogenization" spell, will become a longer-term focus. PVE: The end of the PK mode relatively currently on the market most of the "dozen blame upgrade PK" category of online games, "Final Fantasy" of the "alternative" is: every "Final Fantasy" has a huge game system, and combat system is only a small part of it. "Blindly emphasize the competitive nature of PK, so that the game is greatly reduced, over the same period, the real game of entertainment spirit is gone, replaced by the uncontrolled PK brought by the detrimental entertainment of malicious competition." "One of the Games planners told reporters," the core of the real game should be the embodiment of PvE. "PVE, that is: Player vs Environment, PVE mode is more likely to test the team's coordinated combat capability, teamwork, this form of combat weakened the intuitive performance of single confrontation, and enhanced the judgment, strategy and the possibility of play, so that players enjoy the online game real" interactive "fun, This is the current domestic market most of the online games overlooked a point. At this point, the Final Fantasy series has never let players down. In addition to fighting, "Final Fantasy" has a wealth of plot, exquisite detail and emotional portrayal, an interesting life system. Players will get different attributes from the different choices they make in the process of exploring the world, enjoying the growth process rather than the repetitive pk. The return of the game emotion "to want the game to regain the user, must start from the emotion, with the sentiment to be moving, the most important is to arouse the interaction between people." The player expects not to be strong, but to return to the emotion! "That's what a senior game media person says. "Emotion" has always been the highlight of the Final Fantasy, starting with the first part of the 1987, the Final Fantasy series, with its breakthrough in the imagined, touching storyline, capturedThe infatuation of global fans, and has risen from the game to cultural heights, to make countless people memories of the classic generation. "Final Fantasy" has a profound worldview, rich story structure, as well as moving emotional shaping, it in the game fun design and domestic mainstream game is quite different, its design concept is more inclined to play is role playing, more need players to feel the feelings of the plot, to integrate into the game life. "A person in the industry introduced. "I think the Final Fantasy on the emotional appeal of the player, it is very difficult to replace, this is certainly far stronger than the" World of Warcraft, "a player told reporters," at least, I first play on the Nintendo "Final Fantasy" when, there is no Warcraft. "Final Fantasy" is a particularly good game products, it has too much to learn the place, especially its ability to move, if sincere to learn, the current situation of Chinese online games to change greatly. "The industry said," Of course, now the Japanese online games in the domestic general survival situation is not good, this will test the next operation of grand game ability. "In the face of the new decade of the online games, who will successfully play the same quality of the" Oedipus "? "Final Fantasy" will be a way to learn from our eyes, which we can not ignore, but it can really arouse the majority of Chinese online gaming enterprises, still quite a consideration. (Edit/Zhang Xing)
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