Online games more intense competition, the elimination rate of more than 90%

Source: Internet
Author: User
Keywords Competition online game games N900
Network game is the technology of very high IT products, online games in China 10 years after the development of domestic product on-line speed reached an alarming number.  According to statistics, only in 2010 a total of 194 game manufacturers developed 306 online games (not including web games, community games) carried out 719 tests, on average, there are 2 new game test every day. Full year game Test schedule online games industry into the high elimination rate with more and more enterprises into the online games industry, enterprises and products competition between more and more intense. At the same time, the high elimination rate of the online games industry, according to the internal industry figures 2010 game elimination rate has reached 90%. Looking back 2010 years, as a gamer, you can quote several 2010 online games? There are only a few articles that are often reported and hit, and other products can only accept the call of death, including many well-known works. In the game operation, whether it is a new business, or the top of the domestic giants, they will face the death of products.  The products facing close in 2010 are: The Sword of Excellence, "West Tour Q", "Charge Island", "Lunia war" and other products, these games are relatively more or less in the game industry can hear the name, but more facing the closure of the product, even the name is not known, directly closed. In the face of such a high rate of product elimination, the net operation companies and research and development companies?  Before that, let's talk about some of the phenomenon of high elimination rate back. I. Homogeneity of serious in the domestic, "doctrine" is a very common phenomenon (of course, for just debut of the company, is also no way to lift), the Chinese online games is still a new industry, the lack of ability to tap creative and cultural heritage of the accumulation of the majority of the net game companies just blindly "reference" resulting in the homogeneity of the network game increasingly serious, some of the early creation of the game model, has still been the vast number of online gaming companies as a "cash cow" is not the creative use. The poor quality of the game is full of the current network game market, a game mode of success, can cause a stampede to imitate the company. And those who won the national game of online games no one feel really creative existence, and some just overwhelming propaganda. "World of Warcraft", "Dream West Tour", "Legends" and other classic products behind the "cottage" game countless.  However, in the High-tech industry, simple "cottage" products are difficult to survive in the fierce market competition, which is one of the reasons for the high elimination rate. Second, too much of the pursuit of the screen, play content monotonous nowadays network bandwidth speed up, more and more people to the picture requirements more and more high, appeared the so-called "picture control", with the production of demand, online games companies also for this kind of phenomenon to improve the picture requirements of their own products. Improve the game picture quality for the game propaganda and experience has unlimited benefits, however, there are some enterprises, the screen requirements to upgrade to the top, the objective is that: as long as the screen is recognized, the game will be successful, but, in addition to the game screen, the gameQuality content is the real core. is the picture of "Legend" good?  But it is still the main source of the grand income, game quality play is the core score, the screen is an additional score, the picture of good and bad, is the absolute game high score factor, but is definitely not the decisive factor of life and death, the real decision of a game is the game of life and death is the content of play, at this point there are some of the practitioners Third, the development for completion, on-line in the game on the page spread such a word, South Korea many research and development companies, will be developed to sell the semi-finished products, and then continue to develop follow-up content. Many domestic operating companies also hold such a mentality, will develop imperfect products hastily into the market, advance to get income, and then the reality often can not as people want. In front of the player's eyes, the game has any bugs, are completely exposed, not to mention some incomplete system and settings. For example: you want to buy a computer, looks very luxurious appearance, but you know its interior is rusty, the performance is greatly reduced, you still willing to pay for it? Moreover, in the market the same type of products abound.  According to insiders, in 2010, a long tour of the "Legend of the legendary" is the most typical, in the login, server and other aspects have not done perfect, they are eager to put into the market, and finally in exchange for painful lessons. Above 3 points is only the elimination rate high school main points, to a game to succeed also contains a lot of factors, there are research and development, more operational, it needs the overall perfection, so say a successful game behind, there is not a cognitive story.  2011, the promotion of the most anticipated game has "Deer Ding Kee", "Star Change" and "Qian Female Ghosts" these 3 products. When it comes to the 3 most interesting games, they all have the same fascinating commonality, that is their name, or have a rich storyline background, or behind the famous manufacturers push, or both. "Star Change" although is a 2D game, but the grand independent development, is to challenge the inner homogeneity of the disease; "Qian female Ghosts" is NetEase products, the owner of a strong research and development and operations team, is not eager to promote the picture; "Deer Ding kee" is a 4-year tour of painstaking research and development, but also invited the South Korean research and development staff together;  Research and development mentality is not so calm. Of course, the concern does not mean that there will be success, for the fans, a good game to avoid the above three major problems, but also to get real fun. For example, the core game of World of Warcraft is to start from level 60, whether it's a map, a copy, or any other system, almost all of Wow's loyalties start at level 60. Of course the sooner the game core content can be developed to the player the better, but from the point of view of the games, if through the level, skills and even the player in the game of the accumulation of friends, in order to further show an unlimited possible high-level play. From these four games to see, "The Deer Ding Kee" vision is undoubtedly the most long-term, will be the world's planet, cross-service war, one person, many occupations and other core content from the 50 level only gradually open, virtually make playHome in the game can be studied in a lot of content. In fact, a game does not want to be eliminated, but also need to consider a number of player factors, cultural background factors, network environment and Computer Configuration and so on. With the 2D "star Change" will have an advantage, but only a small advantage in the fierce competition today, it is difficult to easily achieve success. Other success factors are related to the game's quality play, the various forms of system numerical balance, operation and maintenance services stability, logistics and other factors. To do the game also need to achieve transposition thinking, when any play, activities, services, etc. before the launch, whether it has been considered, if I as a player, I will be playing, how would think. When you think of yourself as a player to consider, feel this too tmd to make a dad, it is definitely dead after the launch!
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