Roundtable Forum: The Nuggets of mobile gaming

Source: Internet
Author: User


Roundtable Forum: The Nuggets of mobile gaming

News and Information January 11, 2013, the 2013 Global Mobile Games Annual Conference and Channel List Awards ceremony held in Beijing Jing Instrument Hotel. This conference revolves around "move, game, channel, rank" This series of keywords launches the discussion, and with "channel how to make money for the game enterprise?" "As an important issue, we invite industry experts and professionals to discuss further."

The forum is chaired by Shanghua Vice president of the Alliance, Houle game President Huang Jian, China Hand Travel Entertainment Group COO Liu Xiachou, Guangyu online Vice President Chen, the CEO Wang Diyi, Hot Cool CEO Yong together.

The following is a transcript of the round-table forum:

Wang Yuquan: Before we share the views of the big guys, the whole look is very gratifying, we invite several experts to join together to do a round-table forum to discuss our future hand tour of the development situation, together to explore the game of the Nuggets of the road.

Below we invite the host, the vice president of the Alliance, Shanghua to give us to do the host.

Shanghua:

Very Jong here today to host our next round Table forum, first of all, I invite five guests to the stage:

Houle game Huang Jian;

Guangyu Online Vice President Chen;

Hot Cool Network CEO Yong;

China Hand Tour Entertainment Group COO Liu Xiachou;

Agras CEO Wang Diyi;

I first briefly introduce myself, I am the vice president of the League, Friends Union is the largest mobile applications and game statistical analysis platform, we now for more than 60,000 applications and games to provide services. I would also like you to give a brief introduction of your products, your company and yourselves in two minutes.

Yong:

Hot cool is to do social games, we and Tencent open platform in the domestic market, and Tencent open platform to combine very closely, we are on the Tencent open platform about 15 million active users, from the dau angle is the first, from the income of all third party companies ranked second. On smartphones, we entered the smartphone gaming market in the third quarter of last year, and yesterday released a smartphone version of a Houle that we ported from a PC. I also hope to communicate with you more today.

Wang Diyi:

I'm from Ames, our core team has actually been in the mobile gaming industry for nearly 11 years, I am myself from 2002, 2003 to now, including several of my partners from 2003, 2004 has been in the mobile gaming field. Our core team from 2006 to do China's first even in the current mobile phone MMO online games, and now has more than 6 years time, to introduce our company last July launched China's first 3D engine MMOARPG mobile games, "Hero War Soul Online", To the present position Hero War soul achieved very good performance, also got a lot of players recognized, we will always adhere to our mobile phone MMO in the field of efforts and pay for the vast number of players, for the vast number of channels to create more and better, excellent mobile games products.

Chen:

Hello everybody I am the Chen of the Coslight game. Probably in the mobile internet Guangyu game a lot of people don't know. Our company is similar to the company that Wang said just now, we are a client game manufacturer. Unlike Blue Harbor, they may quickly transition to a page watch, and we are still in the process of transformation.

2012 we officially entered the mobile interconnection industry, we have now on the line has a single machine game, the Spring Festival will also have two games officially launched, the two games have one is the RPG's heavy network game, another is weak networking action Tower Defense class game.

In today's top network of this Congress, for us to help very much, because we immediately face the product on-line, we have to choose a partner, select channels such a stage. So thank you very much today, I came here with a learning attitude, thank you.

Liu Xiachou:

Chinese hand tour here to give you a brief introduction. We have been doing mobile game research and Development since 2006, China Hand Tour is the first in 2012 in the United States listed in the Chinese Hand tour business, is also the 2012 first Nasdaq listed Chinese companies. Our previous game was to cover the Ping to Java, to the iOS platform game, by 2013, our main research and development goal is to put on the Cross-platform game, is the smart machine game. When we come to the meeting today, we will see a video of the war drums, the music is very shocking, is that we will launch in the first quarter of 2013 a new smart machine game, is the RPG type.

We will have another three in the second quarter of the game release, including the type of music, leisure type of games, there is a pure 3D, I hope to be able to cooperate with you channels.

Huang Jian:

Hello everybody, I am the Huang Jian of Houle game, Houle game is one of the first to do social games started, follow-up began to do web games and mobile games business, our current income probably half from the PC, a little bit from the mobile phone, so in the mobile phone field compared with everyone may be a relatively small company.

We are on the PC mainly with Tencent open platform cooperation more, currently in the Tencent Open platform, there are probably more than 10 games online, of which two games more than 10 million of the revenue, there are about 5, 6 of 100 to 10 million income between the products.

The first thing we do on the phone is iOS, so Android is a slow-responding company, and we have iOS at Apple currently with Houle, the general and several iOS games on Apple's App store.

Shanghua:

Although today is a channel of summit, but I think the last developer involved, the one thing that matters most is how to make a profit, some of the predecessors in the game, including the very successful launch of the product, so I would like to estimate the following for about half an hour Let's talk a little bit about the nuggets of mobile games. Please ask the guests to answer the question in a shorter time, a minute or so.

What is the biggest change in the market for the 2012 shift? Or which has the greatest impact on you.

Yong:

I think the first is the start of the hand tour, this is the 2012 Smart Game Hand tour started.

The second is that we already have good profit models and good channels, such as 91 channels.

The third I think the key word is that we can see that there are all kinds of games to be successful.

Shanghua:

Blossom, profit model all-round development.

Wang Diyi:

The 2012 Chinese market gave the heroic soul a very good start, which may have been unexpected. So we summed up, in fact, whether to make money, can get good business model, our team has been product development as the core team. So we think two points is very important, one is mentality, one is product. That is to say, as a team, in such an impetuous environment, including actually now we think that this environment is also very impetuous, in this environment there is no good mentality, can do from the user point of view, from the market point of view, your product model to think well, this is the 1th most critical, the heart is too anxious certainly not.

And then the product itself, you are not really able to make a very good product, this need to have the market forward-looking, need to have their own technology research and development of accumulation, indispensable, especially in the online games, in the instant MMO online games, we feel that many factors can constitute the ultimate success, which is I think these two points, For a mobile phone games products, especially MMO this game products, a key factor in success.

Shanghua:

Your heroic spirit has been working for two years, hasn't it?

Wang Diyi:

Hero War Soul because it is our own 3D engine, our engine developed for more than a year, we produce nearly a year of time.

Shanghua:

Do you have a plan for, say, to commercialize your engines for other developers?

Wang Diyi:

The engine commercialization and the product is completely two things, therefore in fact our team is good at making the product, now does not have this plan.

Chen:

From my point of view, we officially entered the mobile internet in the early 2012, I can see this year's changes, mainly two points, the first is the rapid retreat of investment hotspots, the second may be that the game is increasingly close to the end of the tour, the page, including its game design content volume, the performance of the game, The cost of the game, and even the mode of operation of the game, this is the two important changes I see this year.

Shanghua:

You think in the future like this kind of stand-alone game, including last year's fire baby radish Such products, you think the future of this type of game, living space will be more and more pick or say they still can have quite a lot of space in the market development.

Chen:

Single game in two parts, simply by paying to download this single game mode, it may be the first, its life cycle, the second is the pay habit, the recognition in the mainland will not be very high. But in other words, it built the previous online game of the kind of props to spend the design and the later growth of space for the content of the space, this game still has a lot of development space, I think its potential is still very large.

Shanghua:

The biggest thing for you last year was to go public in America, right?

Liu Xiachou:

I think the biggest change in 2012 is the user change, first the user is growing fast, we start looking at the data can be seen. Then because user growth can bring a lot of changes. First, there is a change in the quality of the user, higher than before. The second is that user habits and consumption habits are not the same as they used to be. The third is that his own pay habits are different, then the user's own requirements are not the same as before, he asked for the quality of their own game has higher requirements, so that will promote all the development of CP or channel, he will have some corresponding changes.

For example, CP has to develop some games that are better quality and more in line with his requirements. So we now see the products, especially in the fourth quarter of 2012, online some of the new products will be better and more and more PC.

Shanghua:

You mean the quality of the whole product, the user is more and more picky, so the product quality improvement is more and more high requirements.

Liu Xiachou:

The quality of its own users is also improving, in fact, this cake I think is getting bigger.

Huang Jian:

I think there have been several changes in 2012 years, the first one being the big explosion in the smartphone market, especially the Android Market, which may be faster than anyone would think. If we use the thousand-yuan smart machine as the standard, in the January 1, 2012 of the Thousand-yuan intelligent machine, and December 31, 2012 of the Thousand-yuan intelligent machine is not a scale, from the game model, the end of 2012, 800-yuan Android phone has been able to run the vast majority of more complex games, This is different from the January 1, 2012. So first of all, we do game manufacturers, should thank the hardware manufacturers of innovation and change, led to the large popularity of the smart machine, this is the biggest change in the 2012. This change will lead us to do the game manufacturers, need to develop better and user experience better game, in order to let users pay.

Say another two points change, a little change is the promotion cost from the beginning of 2012 to the end of 2012 there is a steady upward trend, both iOS and Android promotional costs, there is a steady upward trend. The second is the development of the game itself, the current mobile game is more and more complex, the cost of development is increasingly high. So we see is the mobile game boutique, the cost of the flow increased and the whole market is constantly getting bigger, is synchronized in progress, this actually quite like a few years ago, the page tour market changes. And we see that in fact, the overall change in the market may be faster than the page tour, the market will grow faster, the requirements of the game will grow faster, the flow of cost may also grow faster.

Shanghua:

Just a few guests also mentioned that the product is more and more diversified, product experience, product excellent or very important point, so I want to simply everyone may be, because the time is relatively short, you can do some summary, Chen from your point of view, from the point of view of product design, How do you think you can guarantee that you design a product is a good product, how a product in the design process, both to ensure that the user experience, but also to ensure that its income, there is no simple example, or some of your previous experience.

Chen:

In fact, as a game that I have done for so many years, to operate as a person, I think that most of the time to do the income and life is against the QI, for us we are in the game to take the strategy, according to the user every year or say that every day, his consumption cycle and his activity cycle, You decide whether your version should be consumed or popular. So, compared to a new game, you are in the beginning of the game, you may charge with both the popularity of both, you should be in the game design to divide these two kinds of behavior characteristics, different people you according to his performance to guide him to different game content experience, this is my opinion.

Shanghua:

Is that you want to differentiate users and give different guidance to different users.

Chen:

In terms of a single product, in one rollout, you have to explicitly design paid, unpaid, and medium pay, which is the behavior of different users, and relative to a mature operation of the game, you have to each year in the different time period, accurately dividing your version, should focus on what to do.

Shanghua:

Wang, your game is very lucrative, right?

Wang Diyi:

In fact, we have not yet considered the proportion of money is more or less, we still consider the user's coverage and the user's day dau is not really good, because we now KPIs may be more focused on watching Dau, because after all, China's first relatively heavy 3D, indeed heavier a MMOARPG game, So in fact, whether it is our accumulation, or technology including the market, in fact, we are also an attempt.

But we think that in fact, for the type of hand tour, we are more like the end of the tour, basically we think that the end of some successful experience or the proportion of success, in the hands of the same presence, there are some conversion rate, ARP, it should be from the time of the Java era of MMO began, hand tour of this corresponding conversion rate and proportion, In this good product, it has to swim higher than the end.

Shanghua:

Did you have an estimate before you did it? You were trying to tell me how much the conversion rate of my product would be.

Wang Diyi:

I think the original in the Java era, his conversion rate and ARP is not better than the general good end products, we feel that the smart machine will be more prominent, but the time of the Java era paid user groups, it is indeed more than we end of the pay user group to travel too much smaller. In addition to other conversion rates we think that all the conversions and ARP of the hand-traveling MMO users are higher than the end of the tour, so far we think so.

Shanghua:

What is the approximate value?

Wang Diyi:

In fact, for example, like the classic legend, now there are game users playing, including the giant's journey is now his main income. We now think that really in the hands of the day Arp and month ARP value, should never be lower than these two products.

Shanghua:

Liu here has a lot of leisure type, but also popular, but also income.

Yong:

We are in fact mainly to do the middle of the game with the top game, in our own internal sharing, in fact, we put forward a game design is the core concept of what? is fun. Because in fact, everyone is playing games for fun, just want to play. Whether it's a user experience, a retention or a profit, we all feel fun, and the other aspect of optimism is actually the opposite, the process. Is the process of fun, which constitutes a game of all elements, this is actually in our internal sharing, has been the cornerstone of this, to establish a variety of operating systems, planning system and this includes customer service charges system.

So if you want to do a good job of charging, to be honest, we feel that fees and user experience are actually not contradictory. Because sometimes you have this fun, the process of achieving fun, in fact you can be very simple, you can let it not bring any fun, and this can be charged, but the fun itself, if you simply charge him, this is in fact a loss of user experience. So you're constantly balancing the two, it is the process and the fun, the road and fun between the constant balance, we think is in us, whether social games, we are on the Tencent platform to do the web game, or we are doing mobile phone games, we have practiced such a truth, We also think that this principle is universal in theory.

Shanghua:

Yes, but fun can be different. A lot of people are commenting on Zynga's game, saying it's a click, and a lot of people think that's a fun thing to do.

Yong:

This is really, we think of the fun, everyone thinks the fun is different, this undoubtedly with the producer and the main policy has a great relationship. Our own philosophy is to make the producers and the main strategy their favorite games, they think the most fun game, if they feel very fun, this may represent a part of the user, some people represent the public users, some people represent the small users, but as long as they feel very fun, The game must be played by someone, and in the course of the fun, he might have paid better and some paid poorly. But you can't simply say pay, but the whole we put forward this life cycle a little bit longer, or early page tour early ARP is very high, we also try our own page tour and other people's page tour, including such as yellow total they compare this page, this is still a lot of difference, There's a big difference between your path to fun.

Shanghua:

But the road to fun, there are many opportunities to pay, but also to make it easy for users to pay for this.

Huang just now you also mentioned that the current channel costs are getting higher, this is indeed a problem, we have a lot of partners are asking this question, we can see many of these problems through the data, could you share with you, that is now from the point of view of Houle, there are some relatively low cost, can also access to high-quality user channels?

Huang Jian:

In fact, this is difficult to say, because if a channel has such a big advantage, then all the manufacturers will be a channel.

Shanghua:

Or do not say channels, is the way to promote.

Huang Jian:

I think there are a number of points, the 1th actually mentioned the fun and charges, this is to a certain extent by the market decision. Why the end of the tour is to emphasize the long-term user's long-term pay and do not do the charges so ruthless, it's because of the tour. Wang always said that it is research and development and operational integration, so it can be for research and development companies can control the entire operating rhythm and the promotion of rhythm, he can distribute the charges evenly to each user's life cycle.

The reason why the page tour is not, in fact, is not the page tour vendors are a bunch of Wang eight eggs, the page tour manufacturers actually want to do a long-term charge of the game, but the page tour is the promotion mode of intermodal transport, decided that he do long-term fee games will not be more promotional resources.

So in fact, I think all the people who do the game, ultimately think of the thing is to do a fun, users can play three years, five years of a long-term game, but in fact, the market will determine the difference in the game design. If it is purely by the concept of the end of the tour will be very difficult, because the two ways of promotion is not the same.

So first I think I say a word for the game maker, all game manufacturers actually want to do a fun game, I believe that no game manufacturer to do the game, the pure purpose is to charge, but because of market reasons, because of the whole business model reasons, so different manufacturers of the game's billing cycle is not the same design , some vendors can do a very long trip, the page will be done very short, this reflects the hands of the tour actually will encounter the same problem.

For example, in the iOS market, I personally think that the charging cycle can be very long, because the operating mode of iOS is closer to the end of the integration of operational research and development model.

Shanghua:

How long do you think it will take?

Huang Jian:

In fact, I think a good iOS game, can accept 3-6 months, or even a year's money is no problem, a good iOS products, if your design philosophy is longer, because under normal circumstances its development and promotion can be integrated. But I personally think that the Android market will be closer to the page, because it is a combined transport-led market, the market will be more emphasis on upfront fees, this is my opinion.

The second is that I think it is from the promotion channels, the promotion of the cost of the channel is actually an inevitable phenomenon, as the game is getting better and more and more products, the promotion of the cost of the channel is an inevitable phenomenon. I think as a manufacturer or a developer, in fact, it is difficult to say that the cost of a particular channel is particularly low, but it can be said that a certain channel in a certain period of time there will be some opportunities, as mentioned just now, that is, 2010 to 2011, the PC market may be open to Tencent is one of the biggest market opportunity , it is our own feeling that iOS is a good opportunity for the end of 2011 to the first half of 2012, and Android is a good opportunity in the second half of 2012.

So if that's the case, I don't believe that there is a channel that is always the best channel, but every channel, or at some point, will have a chance.

Shanghua:

So now do you think iOS is the best chance? It's past this opportunity, or you're going to have to do more on Android this year.

Huang Jian:

I now think Android's chances are definitely bigger, especially since the second half of 2012, and I think Android has a bigger chance of getting ahead of iOS than it is for developers.

Shanghua:

Thank you, of course a lot of our developers are talking about a problem, the Chinese market is actually very fierce, very cruel, the ecosystem is not so sound, so in fact, through our data, including we also see that in the last year, a big trend is that more and more game manufacturers began to develop to foreign markets, Like Liu always has been doing this for so many years is very successful in overseas markets.

I would like to discuss the following together, the overseas market is not easier to let us nuggets, it is easier for us to get higher income. What do you think is the biggest challenge for your domestic developers when you are in the overseas market? How to make them better able to find opportunities in overseas markets.

Liu is also last year in the United States to do the IPO, I do not know you now more energy in the overseas market or in the domestic market the most, how do you look at the overseas market opportunities.

Liu Xiachou:

Most of our current revenue is in the domestic market, but we do it overseas. Our suggestion is that overseas markets must be localized. Localization includes the mobile language, and then its own cultural customs, consumption habits. It's in the middle of the game design process.

Another is to find a better joint operation or a promotion of an overseas team. I think that it will be more difficult for us to do this because we can even set up a separate overseas operation team overseas.

Shanghua:

Wang's product, war soul is actually a global product, the beginning of the design is in the global market. You have to consider, for example, setting up a team overseas this year or having more products overseas.

Wang Diyi:

The original position of the hero's soul, it is really more to take into account the European and American markets, including our art is also more European and American, some of the rapid rise of the domestic market, in fact, some of our surprise, but we are now the heroic soul products, will still focus on the development of overseas markets, we are gradually expanding to overseas markets, Including the Spring Festival before our Hong Kong, Macao and Korea market applications will be online billing, after the knot we will continue to do in Europe and America and Japan and other overseas markets.

We are now the main overseas market through a single hell of the exclusive agency operators, the way to do, we believe that the local have more familiar with the promotion of the resources of the partners exist, so we have to pass a good product, with the local promotion of better resources to achieve a win For now, this approach is very safe for a team that is focused on product development, but only if you can find a better agent.

  

Shanghua:

Different countries can find different agents, right?

Wang Diyi:

Yes, we must be looking for an agent who has a unique advantage in our local distribution area.

  

Shanghua:

Liu always consider to the European and American markets to develop more?

Yong:

To answer this question, I think we will not consider the European and American markets for the time being. Because to do overseas market, the first I think this is actually very very difficult, we have been doing the overseas market since early 2009, very difficult. We also see a number of companies, peers in the overseas market began to be able to do it, and then gradually sank, to go under the water. So the first one is very, very difficult.

The second is why not to do the European and American markets? I think we haven't found a good partner so far, and I think any company in the overseas market has a gene that is not just a product's gene, it's a gene for the market. Is that you are most suitable to do which market, to overseas markets I just said it is not easy, that is, you are not necessarily suitable for the market, in the overseas market, I own within our team, is that we go to find partners, it is equivalent to us to see a doctor like. For example, we have a headache, a cold, this disease has not been good for one weeks, I went to see the Doctor is not good, what should I do now?

In fact, we usually think of, for example, a bit of fever want to go, such as the best hospital, the best doctor to see, but in fact I myself with a lot of doctors and friends to chat with them, they say what is it? If you want to see a disease that's not cured for a while, you should find a doctor Who you trust most, not necessarily in the industry most famous, not necessarily in the industry, such as surgery to do the best, or not necessarily a national assessment of something, but you trust a doctor, the doctor you trust his way, Trust his plan, and then follow his ideas to do, in fact, to find a partner is the case, I think there is no doubt that everyone in overseas said this partner the most important. But partners are not the best, I think only you most trust, and the most compatible with you, he is willing, no matter what you have problems, he is willing to take risks with you, with you to gain, he is willing to work with you to find out the problem, he is willing to develop with you long-term. So the most trusted partner is the most important, just like we were before the hot cool overseas, Japan, now also in Korea, I think we are also towards this goal, to become at least we do not ask for 5, 10, 50 are our partners, we are only a few companies, we are their most trusted the buried partner.

  

Shanghua:

How can this approach be found? For example, I think today, for example, Chen products, may want to play a Japanese market, then through what way can the quickest to find a relatively reliable partner?

Yong:

I still think that first of all, if you're the first product, if you have two products, you can actually try, the first product you can try, of course, there are many ways to do this, for example, I ask not only generation, I request three channels together, this is difficult, if the Korean market, very very difficult, South Korea's local manufacturers must be alone, South Korea's 40 million of the population, the Tencent open platform said that the South Korean market and the Chinese market is really a lot less, but his smartphone market is no less than China, at least today is bigger than China, in 2013 we expect him to be bigger than the Chinese market, But he's a few stores, so one can cover it, but anyway, this is the first way you can try.

The second way, I think you're going to talk to people more, do not try, to communicate with others to see which is the most suitable, at this time I think it is a key point, we sometimes communicate with other partners, he is not willing to share the data, in fact, I think this data includes our own products, regardless of which products, In fact, you can not ask from my mouth, you ask from other places three must be able to ask.

  

Shanghua:

Chen thought this could be.

  

Chen:

I want to go overseas I will definitely find Liu study. Our products are also coming online, it is also facing such problems, our overseas how to do, who to find cooperation.

Because we all know that in fact, Europe and the United States, Japan and South Korea are mobile phone pay and the maturity of the mobile community, users are accustomed to the best of such a few markets. In the past, we might have thought the mainland market is big enough, we do a good job on the mainland market OK, do hand tour We are sure to go out of overseas, we will be very fancy overseas market this together, so our project is also from the initial stage of the establishment is not typical Chinese martial arts style, May be biased in the style of Europe and America.

So today I certainly have no say, I am more in this together, in overseas channels and future promotion of this piece, I need to come to learn from you.

  

Shanghua:

Huangzong, do you have more global plans now? Or has it been?

Huang Jian:

We are now mainly in Asia, Taiwan, Korea, and then Japan and Vietnam on this side of the Asian market. What we think about overseas is that every company has a different gene, because there are overseas companies that have been very successful in the country, and the location of their success is different. For example, page Engunlong in the Asian countries are more successful, we have done more successful in Europe and the United States, such as in Russia as a very successful game maker, we also have a very successful in South America, the game maker.

So my basic point is that overseas is actually a company's ability and genetic decision. You find a market, you take it seriously, for different game companies have different good places, so I think not to say what game companies should do overseas or do domestic, should be your company should do overseas or do domestic market, and did not say that overseas must be better than domestic, because there are successful enterprises in China, Overseas also has a very successful overseas business.

  

Shanghua:

Houle is also recognized as a Chinese company in the global market.

Time is limited, the last question, just now I have been reminded, forecast 2013, you think this year, just now we summed up the more important thing happened last year, this year can use a few key words to sum up the market this year, there are some suggestions for the game developers here Friends?

Chen:

This year I feel as the CP pressure will be more and more, and channel in the whole industry development in the middle of the important position, will be more and more prominent. Secondly, I think that may be small and medium-sized team to change the past to do simple cottage games of this idea, may still be from the quality of products, from product design more time to do a good game.

  

Shanghua:

Still have to do more good quality games.

  

Chen:

Right.

  

Wang Diyi:

I still want China's hands to wander for such a long time, already from 2003 to now 9 years fast 10 years of time, the period is also a lot of ups and downs, so in the current smart machine development so fast, the future of 2013 this year, I still hope that the industry, including media, channels, including CP, Everybody can really his heart step down, less to say some of the number of the article, less to say some who income breakthrough how much such a relatively virtual words, we still should do our own products, each team should be the real measure of your strengths where you want to go to fight is which part of the user, When your product comes out in half a year, is not really in your user base to form a reputation, this is our industry should be serious thinking and the heart to do, and do not repeat the 2010 and 2011 Java Market at that time encountered very difficult times, is the number of products explosion, Product quality is uneven, the user quality in the case has not been cultivated, is the whole bubble rushed very very sad, all the industry associations will be damaged, so in the smart machine so good development, I hope that we all in a healthy mentality, the spirit of the bottleneck to do this thing, Because this thing is a long-term thing, not an immediate thing.

  

Shanghua:

So don't be impetuous, calm down and seriously do things.

  

Wang Diyi:

Yes, I think there are some channels recently, I think our industry bosses do not want to blow income, bonuses, what else, or to put their minds on product development.

  

Yong:

2013 I think the first, is a bubble, I think 2013 is a mobile game is a bubble year. You see today's sea of crowds, last year there was a HTML5 Congress, I remember very clearly, is the end of 2011, a HTML5 Congress also held in this hotel, was also a sea of crowds, I can not say that HTML5 is a bubble, but at least in China, including in Korea and the United States market, HTML5 is far from reaching a certain altitude.

So you see we have so many people, so much capital, some investors here, so many big bosses, end to swim the big guy, the page swims the big guy, also has does not play the big guy, the internet big guy, certainly also includes US Tencent, also all kills comes in, so many people, so much money, so many teams, makes so many products, Just now Wang always said that the age of 2011 years, I actually feel more kjava than the era of Kjava, so I think this is a bubble, I also hope that we calm down.

The second is that we are the Channel Assembly today, so the channel is to say that this ecological chain, I think we host, I am also one of the developers, I would like to join you to call for the establishment of a healthy ecological chain, the core of the health of the ecological chain, we are most concerned about the developers can get how much money, I think the Apple has built a very good ecosystem for us, and I believe that the Chinese companies all over the world cannot compare with Apple, and I hope all our channels will learn from Apple and build an ecological chain, including this proportion.

  

Huang Jian:

2013 is certainly a big development of mobile phone game year, but also a very fierce competition for a year, and then the demand for products more and more high year, this is actually I agree with the point of view, that is, in fact, there is no other choice for developers, we seriously do good products, And the input of the product must be a hand tour boutique year. So I think 2013 years on five words, pain and happy, the market is growing, but I believe that the competition will be very fierce.

  

Liu Xiachou:

I and Huang General opinion is also similar, is 2013 year market bigger, the competition is more and more intense, that actually to all developers, should be completes the production, then enhances itself the service quality, only then can have a very good future.

Shanghua:

To sum up the wonderful sharing of a few guests just now, this year our forecast is to say, this year is actually a very impetuous year, we also hope that all the developers can calm down, seriously to create a fine product, but also hope that this year in the year, there can be more perfect, healthier ecosystem for everyone out, The major game manufacturers to work together to create a good market for mobile gaming.

Thank you for your wonderful sharing.

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