The higher death rate of domestic games is not Han Yong

Source: Internet
Author: User
Keywords Online games mortality its harm is Han Yong
Recently, Beijing business newspaper for the death of online games has a statistics and said: China's online game development in 10 years of the total number of dead games 142, domestic online games accounted for more than 53%, South Korea online games accounted for only 32%.  It does not include domestic products that are less well known and difficult to collect. Lack of innovation has led to an increase in mortality from the surface, the death rate of domestic games is far more than the death rate of Korean games.  In fact, this is not to say that the domestic game is certainly worse than the Korean game, the main reason is still the existence of innovative problems. The 09 white paper on the online games market, released by the Ministry of Culture, noted that nearly 70% of companies faced losses, mainly because of excessive shanzhai products and insufficient innovation.  The white paper illustrates the main reason for the higher death rate of domestic games. From today's market point of view, product innovation is increasingly scarce, especially since 09. The traditional network game also precipitates in the old play, the system function. Although updated in the game material, it is nothing more than putting the cart before the horse. Users can be fooled for a while but not fooled the world, even if the use of 3D or secondary technology to rely on, nothing but a picture of Ascension. Play but no core changes, still with PRG, turn system, FPS, horizontal version, dance, music and other mainstream models.  With the rapid development of the game industry, more and more products in the case of users of the product more and more strong, these models in the absence of large-scale innovation in the case of gradually saturated. So, with the existing model saturated, and many manufacturers in the introduction of the same model of products and new manufacturers to launch products, market users are increasingly divided into smaller shares. and users of their products in the face of many manufacturers, will naturally pick products. Then, as the user's habits change the loss rate, the promotion cost will multiply.  In fact, the game Guild and the manufacturers to talk about interest is because in the excavation of users gradually develop the interests of the habit. Classic online games will be the mainstream form in recent years from 09 Forbes World's most lucrative online games can be seen, the classic online games will gradually become the next trend of the industry to enter. Forbes list points out: The grand "Blood legend", "Legendary World", perfect time and space "perfect World", NetEase's "West Tour" series are the most lucrative game in the country.  As can be seen from here, these games are old games, and are at least five years of products. Remember the Grand Game CEO Tan has said: "Legend" is a mature game, the maturity of the legend of the user base is quite stable. "In addition, many enterprises have been in the classic single play on the start, when the grand" bubble Hall "is not a single game" Bomb Man "?  In addition, the "alloy warhead" and many other classic games are imitated. It is understood that a short time ago signed the "New Sword" 8-year renewal of the right to the entertainment of the spring and autumn under the joint COO Wujiang to the media said: "" A new Sword "is classic, not only the user has feelings for it, even our employees have feelings for him, of course, also packI also like to play. When asked whether to worry about profitability, Wujiang said: "Grand, perfect, NetEase are the classic game to the main source of profit." "New Sword" has been a good effect, the length of a game product vitality is not dependent on its genes and nationality, but depends on whether to adhere to 10 years as a day to provide users with a continuous flow of services, whether the times to meet the needs of users at different stages of demand, can continue to create new value for users. "Through the tan and Wujiang words, seems to understand a truth." Grand acquisition of "The Valley of the Dragon" Research and development team, as well as capital injection royal popular and many other domestic and foreign research and development companies, the purpose is very simple is to buy these teams for local research and development of joint improvement.  If there is a creative team and the integration of localization market will be more suitable for the market? Domestic games continue to strengthen the "life" we often in chat, accusing a sliding game product operation does not give force. In fact, this is not entirely the responsibility of the operation, the game product life is often in the hands of the research and development team. Can the game play for the player to accept? How long the life cycle of the game, this in the design of the game early development needs to consider.  Play is not accepted because there is no survey of local culture, short life because the design of research and development is not comprehensive. As Beijing newspaper reporter said: An old game in China to maintain 10 years of active, first of all, the product of the classical, "legendary" has withstood the market test, is long-term bullish. Second, the ability to continuously provide new value to users is also a winning factor. Like "Legends" and "New Sword", "Rocky" and other old games almost all took the Chinese manufacturers to participate in the Korean research and development model. Shanda 2004 acquired the "legendary" developers 29% of the shares, not only completely solve the agent right hidden dangers, but also successfully owned the product research and development content of the right of speech.  At present, the grand, perfect, nine cities, Tencent and other well-known Chinese companies in Korea have investment, some small and medium-sized companies in the capital technical cooperation is not uncommon. Therefore, the death rate through this is nothing more than a warning to us, the game to do stress innovation, product development needs to pay attention to whether to adapt to the market, adapt to local culture. (Digging the shell net)
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