Game Market Jungle Law: Last year is blood, this year is the Dead Sea

Source: Internet
Author: User
Keywords Mobile games Internet games game consoles

Guide: With the rapid development of the game industry, the problem gradually exposed, quick success, talent difficult to recruit and other problems emerge. How to grasp the right choice, overcome many difficulties, leading the industry development, has become a game developers must think of the problem.
With the rapid development of the game industry, the problem gradually exposed, quick success, talent difficult to recruit and other problems emerge. How to grasp the right choice, overcome many difficulties, leading the industry development, has become a game developers must think of the problem.

In recent years, the game industry in Xiamen is one of the most popular words in internet communication, and the industry is strutting along the highway in the background of the wide popularization of intelligent mobile terminals and the perfect communication network construction.

But like ice and fire, honey melts with arsenic. With the rapid development of the industry, the game industry problems are gradually exposed, followed by the brutal growth, quick success, talent difficulties and other problems emerge, the number of profit is very few.

Last year was blood, this is the Dead Sea.

A mobile game developer regrets: "2011 is the Blue Sea, 2012 into the Red Sea, 2013 is a sea of blood, this year is doomed to be the dead, the industry's small companies have no chance, the future market will be more monopolistic." ”

At the beginning of last year, there were about 1000 mobile gaming companies in the country, and over 3,000 at the end. Entrepreneurs mass influx, a large number of mobile game products appear, the domestic current daily nearly 300 mobile games online, this year is expected to have tens of thousands of products.

But that doesn't mean that every new game can survive the competition. "From the online to a certain size of the user base, the chance of success of mobile games 1%-3%." "A well-known domestic game developers have said that even if the lucky to survive, it does not mean that the success." A start-up that provides data services says that the number of games that remain on a user's phone is 60% more likely to be opened.

"At present the game industry competition is very intense, each game starts twenty or thirty seconds later is wards, if the interface is not fluent, the content design is not enough bright spot, many people may not play." If the service is not enough, the game is not efficient enough to pay for the purchase, the game may come to life at the end of 35 days. "Fujian well-known game developers 91 Wireless senior Vice President He Yunpeng said."

"The most lucrative thing in the current digital world is gaming, and it also gathers the largest number of entrepreneurs, especially in the mobile internet, with more than 150 mobile game development teams in Xiamen alone." He Yunpeng said, in fact, hand-travel products localization is not easy, the choice of a reliable distributor is very critical, the current development team are mostly impetuous, domestic hand tour industry may shuffle next year.

"Gold rush" breeds "axes"

"On the surface, the game market performance good development trend, however, with more manufacturers flocking, making the whole industry particularly impetuous." Said Zou, vice president of Jinshan.

Reporter noted that the current domestic network game industry generally lack of enthusiasm for innovation, short-term production, short-term profit-making situation is widespread, domestic online games embodies a "short, flat, fast" "axes" tactics. Short is the short period of research and development. Zou said that some of the emerging online gaming companies to throw 3 to 5 games, the speed of the fast people have to worry about the quality of their products.

Furthermore, the characteristics of domestic online games, imitation is never interrupted ——— "legend" enough classic, but the number of imitations: "Blood legend", "Hao Fang Legend", "Legendary Ssangyong" ... Let the player quite feel aesthetic fatigue, "Jin Dance Regiment" when the hot, immediately emerged a large number of similar face, the names of different music, dance class online.

The so-called fast, it is the operation of fast. "Many online games companies, in the game research and development to the main products." The same game engine placed in its different stages of the launch of different game products, change the packaging began to sell, has become the industry a lot of quick success of the online games business. Zou said, because the research and development cost is low, the game company has not considered the product life cycle excessively, the new game launches, immediately uses the Zeize method to suck the gold. This "short, flat, fast" approach to the "axes" is also constantly consuming the credibility and vitality of the original online games.

Three "Dashan" test industry

If the original online game research and Development and operation of the drawbacks concentrated in the "axes" on, then the lack of talent, patience and lack of culture, it is the restriction of domestic games out of the boutique three "Dashan."

Not long ago, Xiamen Software Park, the autumn Special Talent Fair held in the software Park two, including Gigabit, thumbing, 35 interconnection, the United States and Asia Cupressaceae more than 100 companies to provide more than 1000 jobs, attracting more than 3,000 job seekers. In pay, there are companies to launch a "big", a hand tour company opened a annual salary of 300,000 yuan to recruit hands, in addition to the project is divided. Still, there are few applicants.

It is reported that most of the domestic game manufacturers in recruiting, most of the emphasis on technical ability, will not play a game irrelevant. So, game manufacturer regularly shout talent lacks, but do not know oneself actually need what kind of talented person.

In addition, the lack of patience is also leading to domestic online games boutique "Dystocia" key. "China's online games industry, often the product has not been released, has already been promoted, eager to 10 days half a month to develop a game, hurriedly listed circle money." These people told reporters that this also led to the lack of domestic net products.

Another core problem in the gaming industry is the lack of culture. Sadie Consultant, Internet Industry Research Center consultant Tan Bin that the current domestic games market competition focus, has been the game fluency, screen gorgeous degree and other technical aspects, rise to the game embodied in the cultural system competition. If there is no support of their own cultural system, then the survival space of the National Games will be "Warcraft" such a Western game brought about by the Western cultural values of the increasingly narrow impact.

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