Talent is the biggest bottleneck in the development of online games industry

Source: Internet
Author: User
Keywords Bottleneck talent online games

Shanghai, July 29, scorching. Like the Expo Park, bustling, lively and extraordinary is the Shanghai New International Expo Center-the annual China International Digital Interactive Entertainment Exhibition (ChinaJoy) is being held here. The showgirl, dressed in front of the booth, tried to use the most cool clothes to reduce the excessive hormone concentrations in the pavilion.  In the midst of a fat, creamy butt, eye ice cream has a clear effect--it's hard to see complaints or restlessness in a crowded crowd. However, walking to the nine city Pavilion in the first pavilion, everyone will be stunned. There is no hard publicity, no noisy music, no pride of body. Hundreds of square meters of the booth area only black floors, black ceiling and a few black sunglasses dress up models.  In the middle of the booth stood a lone piece of paper, the Apple Computer on top of which did not know what to sow. Nine city's "play cool" aroused a speculation outside. In fact, the nine city is not singing "empty", it is just a fall to the bottom of the enterprise is trying to return to the mainstream of the rehearsal.  It and experienced 10 years of high-speed development of the online industry, like the need to calm down to think about the way ahead.  Talent is the bottleneck data show that the 2009 Chinese online games Market scale further expanded to 25.8 billion, but the intensification of market competition, homogeneity problem increasingly serious factors, has led to the market growth rate has fallen to the lowest in years. According to Iris Consulting statistics, the second quarter of 2010 the entire network game market size is expected to be 7.34 billion yuan, the chain down 1.8%.  Among them Tencent, Shanda, NetEase, perfect time and space, giant, Jinshan and other games industry old Giants still occupy the entire market share of more than 80%, but some of the enterprises have negative revenue. In the capital market, the performance of the online gaming industry does not seem to be satisfactory.  July, the perfect time and space, NetEase and other companies in the United States listed game company's target share price was lowered by the investment institutions, the reduction of some even up to 50%, and in the last month, Sohu's share price also fell 7%. At the ChinaJoy show, the big game guy hardly brought any new work. The games that many new gaming companies bring are not as bright as they seem to be. Tan, chairman and chief executive of Shanda Gaming Ltd, admits that online gaming has entered a period of adjustment this year. "The development of each industry must not be linear, there is adjustment is very normal." But the adjustment is not the bad thing, can accumulate the strength, adjusts the pace to promote the future better development. "The industry well-known game person, Rainstorm Entertainment CEO Zhu Wilian said, because the network game industry already present Red Sea situation, the competition between the net swims enterprise is increasingly white-hot, this year swims the industry will be in the concussion integration period."  He thinks, the net swims the company innovation also encounters the bottleneck, because the innovation wants to take the bigger risk, this causes many swims the enterprise to be deterred, the innovation flaw also causes the entire industry to face the product homogeneity common problem, this also is the important reason which the net swims industry is depressed. Zhang Chaoyang, chairman and chief executive officer of Sohu Company, is keenly interested in homogeneity. 2009Sohu will "Genghis Khan," the development operators Kirin game court, complained that "Genghis Khan" suspected of embezzlement Sohu company game "Tianlong Eight" part of the program code, infringing all its copyright and other related rights and interests. Two games are indeed very similar-"Genghis Khan," The main planning and many game production personnel, are from the "Tianlong eight" in the job-hopping.  It is not difficult to understand why Charles Zhang cried out at the 2010ChinaJoy Summit forum that "protecting talent is another kind of intellectual property protection". "Now, digging people is the biggest threat," Zhang said ruefully. In Silicon Valley, big companies are not digging, they are buying small companies, so innovation can be developed. Many people start their business not to go public, but to sell their businesses to big companies, selling 100 million, 200 million, or even 1 billion of dollars, to innovate. But China's acquisition costs are too high. Many companies are digging people up, and then taking the results of what he has developed in the old company, which is outright plagiarism and theft, and is downright immoral. Large companies to dig small companies, venture capitalists dug large companies, we dug to dig, the vicious circle makes it difficult for a team to calm down to develop products, and ultimately create no one dare to innovate. As long as an innovation, the flies swarmed. China's network companies are very similar, buy a come out all do group buying, Micro Bo out are doing micro bo, there is no barrier of talent, there is no barrier to intellectual property.  "Charles Zhang is right, the lack of innovation caused by brain drain will restrict the development of China's high-tech industry, and can even rise to the strategic height that threatens China's competitiveness." Multi-angle nuggets and the dilemma of the online games industry contrast is, in the game based on the development of electronic sports is a flourishing scene. WCG is one of the largest and most successful electronic sports events in the world, known as the "electronic Athletics Olympics".  3 days before the ChinaJoy, the 10-year WCG has just ended the China Regional championship. In the much-watched Warcraft project, the two-year WCG world champion Xiaofeng Sky played an abnormal regret defeat, this is his second time since 2008 after the WCG World Finals, and last year WCG World Finals champion Wang Jinwen status is depressed, also missed the WCG World Finals. However, the disappointment of the champions does not prevent players from continuing to love the game, which is the charm of competitive sports-never won. Old age, new people have a chance to get ahead-whether the contestants or the size of the game, WCG is growing year after year.  WCG triggered the electronic competitive gold rush is also not to be underestimated. and online games, electronic athletics through the course of 10 years, the Web game in China is a 3-year-old baby. 2009 Web Game Market Size accounted for the overall game market size of 3.3%, the market size of 860 million yuan, an increase of 91.1% per cent from 2008. Number of web games also from the end of 2008 263Rapid growth to the end of 2009 515, the launch speed far more than the MMORPG game. No wonder some players say that 2010 If you still play online games is too out! "No download, no resources, open the Web page on the browser to play" the Web Game in 2010, the road.  Many obscure small games company, only relies on the homepage game the prop charge one item, one months can income millions! But the rapid rise of the web game soon suffered a lack of creative products, homogenization, the nightmare of the cottage.  In order to get rid of competition, to make their products stand out, each enterprise from research and development, operation, financing and even overseas market development and other aspects of increased investment. In the 2009, with the explosive growth of the foreign social gaming industry, the domestic gaming community's attention to social games peaked. Especially when the development of some social games in foreign social platforms has achieved astonishing achievements and huge income growth, nearly thousands of domestic independent social game development teams are trying to emulate, thus driving the whole industry to the social game of great esteem.  For the vast Chinese market, mature social game developers abroad have also targeted the development opportunities, have launched a plan to enter China, the domestic social game globalization and international social games in the localization of each other. Compared to the network game after 10 years to enter the capital operation stage, foreign social games after a short period of development, has begun to enter the capital operation and strategic integration stage, its development momentum is breathtaking.  Chen, chairman and chief executive of the Oak Interactive Group, said that the domestic social networking market had grown rapidly over the past year, with 2009 years of growth of more than 200% per cent compared with 2008, the highest among all Internet applications. Chen says the network provides rich Low-cost entertainment for Chinese netizens. Now that the "pick up" of Happy Farm is almost a household name, why does social games have such a powerful influence?  As consumers, whether shopping or enjoying services, including playing games, is very concerned about what the people around them are concerned about, social networking games rely on the social network provides a very good channel of propaganda, so that good games in a crowd quickly spread. Chen that the most important way to promote the game product is by the so-called "Word-of-mouth", which is 0 of the cost of promotion, more effective than the traditional advertising.  The advantage of social networking is that it's a network based on real relationships, and as long as a product is good enough, it works best when it uses the "friend Introduction" as the biggest channel. "For example, in social networking sites, people tend to choose a game where friends are playing, so one of the main competitive advantages of social networking is to effectively promote a product that multiple friends use or participate in in a particular group." "Since many of the domestic social networking sites are based on foreign products, the" mutual reference "between domestic companies is also very common, so Chen specifically mentions" open "companiesForm。 "The current slowdown in the development of the game industry, in fact, smaller companies than large companies have a sense of crisis, and the answer is to improve the game industry's ' soft power '." Different from the hard investment of funds and talents, the growth of soft power depends on the change of the development of the game idea, even including the transformation of the company's corporate culture, so that the DNA of the product and the DNA of the company are changed radically. "I hope that after a period of reflection, adjustment and change, the gaming industry will be able to regain a high growth track."

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