IT manager world: a few games dream

Source: Internet
Author: User
Keywords After that a game
As a fast-growing and seemingly unusually lucrative industry, the online gaming industry has always been a lack of news, and 2009 is the most lively year since the birth of China's online gaming industry. March, the nine cities and NetEase for the fight for "World of Warcraft" agent right to make a fuss, in the end, nine cities lost "World of Warcraft", and almost lost the most important source of profits, the nine city shares in the news revealed a week after the fall of 40%, after the angry investors in nine cities to disclose will lose the World of Warcraft Information and let them suffer losses, the nine cities and related executives to the United States District Court in New York.  Access to the "World of Warcraft" agent of NetEase also did not have leisure, all kinds of resistance to NetEase until September 19 before the "World of Warcraft" back online. April, Shanda for the Grand Game spin-off, in a very high-profile way to a Korean company developed 3D game of the "Eternal Tower" into the market, there is public opinion even that the game may become the most powerful challenger of World of Warcraft.  But after that, because of external troubles and other reasons, "Eternal Tower" performance is not satisfactory, it also affected the Grand game (Nasd:game) after the IPO stock performance.  August, the giant online announced the decline in performance, then, Shi Yuzhu stealth Tibet reflect the future of the company's way out.  In the same month, Tencent published its 2nd-quarter results report, its game revenue reached 1.241 billion yuan, the first time more than grand, to become the first market share of the game manufacturers. Also in August, the original Jinshan company vice President Wang Feng created the blue Port online to 15 million yuan cost strategy investment in the Condor Network, at the same time, Wang Feng for the first time put forward a "big IPO plan", all the companies involved in the program will become a subsidiary of Blue Harbor, and the blue port and the joint IPO, common interests  This is the grand "18 plan", the giant "win in the Giants", Sohu Tour "treasure Plan" after the 4th game Joint development Plan, but is the only one by the start-up company's own plan. The gaming industry, these events, seemingly messy without chapter, but in fact, they all point to a common problem of online games enterprises face--although the online games industry has been born for 10 years, the Chinese companies that borrow online games have reached more than 9, the operation of the online games has accumulated to nearly 300 of the giant,  But in many analysts ' reports, the biggest operating risk for Chinese online gaming companies remains the most typical of product-type companies-the weakness of the successor, the source of continued lack of performance growth. Why NetEase Ding Lei decided to pry nine city corner, because since the "Dahua West Tour" series, NetEase can no longer find a product, able to support its monthly revenue of more than 200 million yuan online business growth, the world's 13th D online Game "Wow" is clearly the best choice. And nine city, is lost the product to lose all the typical, "World of Warcraft" after the nine cities almost collapse. [Page] In the grand, 3 "legend" series of games revenue more than 1.8 billion yuan, accounting for its revenue scale of 77%, on theIn building China's first online gaming platform for Shanda, product diversification for a platform is the most important.  So the classic "Tower of the Eternal" was a grand high hopes, but, fine also may not be successful, "The Tower of Eternity" the current situation has verified this brutal fact. Shi Yuzhu began to reflect on the growth of giant network, but also because of its second product "giant" unsuccessful, the company continued to grow blocked.  And Wang Feng is willing to the company's ultimate interest--ipo take out with other entrepreneurial enterprises to share, but also because good product layout for such as Blue Port online start-up companies are more important, Wang Feng also hope to systematically exceed the circle of the game industry. The only special case here is Tencent, its "through the FireWire" and "Dungeons and Warriors" and other full range of online games products have been maintaining a sustained growth, which also makes it beyond the grand to become the first. However, Tencent's model is not comparable, its breakthrough in the game industry circle of methods, for the general online companies also lack of reference value, because there is no one online games company with Tencent such a 700 million registered users of the IM terminal.  Blizzard, the industry-style game giants, is still the Chinese online gaming companies can not be expected to dream. Like a pop song in "A Game of a dream," for China's online gaming companies, because of the lack of systematic ability, the fate of the game product is full of uncertainty-it may bring huge profits, but also may be a nightmare. How can China's online gaming companies break through such a market cycle and embark on a more stable and sustainable path?
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