China Game Industry Market Analysis (1) Questions about domestic game production

zhaozj2021-02-08  480

China Game Industry Market Analysis (1) Questions about Domestic Game Production Baiyu Play Original in "Game Criticism" 2000.12

(Jiang Press: The failure of the lion is worth mentioning, there are many companies that try to get involved in the game industry, but all the people are in the production unit. Which is the representative of the domestic industry? What is their respective representatives? To make a game company in the direction of our main attack, there are not many mainland China. If it is not necessary to establish 2000, and the first game has not made the new company that has completed, I still exist in the five points of my fingers. I have to come here: Jinshan Xishanju, the target software, creative Eagle Xiang, Golden Tower, Shen Zhi - just five, and only Xishan Hui, only from the mainland game industry, and it is also established in 1995, but actually officially entered the mainland game market. Still in 1998, in the back, I would also talk about whether the game company registered as foreign investment is not a matter of mainland game production companies). In the online forum, when you talk about this, some of the people who are qualified to live are often 唏唏, may be nine five, nine, nine seven gold disks, Xishan, leading, Tengrto, Shangyang dance domestic game The grand occasion of the flag is still staying in their hearts. At that time, there were some companies that only made a game or only half of the company who had already exited, and the entire industry was approaching the total number of three mainland China, Taiwan, foreign game production agency, turned over the river in the sea ( In fact, the continental game market at that time, it can't call it as a river. It is very good for the Chongqing Jialing River, but it is only the top of this!). If you come back, since these game production companies have survived, they must have their own people, I will talk about a family: 1. Jinshan Company Xishanju game studio, was established In 1995, six games have been produced so far, and the representative is "Swordsman Love I, II". The biggest advantage of Xishan is in the market, with the background of seeking Bojun, the promotional positioning of domestic game pillars has innate conditions, and the ability of Jinshan to make a market in Xishan's game is also undoubtedly. The quality of the game is generally in the middle or middle, basically allows ordinary game enthusiasts to accept, but the game music is in the crown of the mainland game. In the sales method, it is also more flexible, actively developing a variety of suites, randomly distributing the market, can lay a certain economic foundation for sustainable development. Of course, Xishan is working hard to control the cost. Jinshan is not a living, and the game complex of the Bojun is also the reason why Xishan Communication from the mainland game industry is now. 2. Target Software (Beijing) Co., Ltd., was established in 1995. The number of production games is four sets. The first two sets were for foreign companies, and they did not publish in the mainland, representing "Iron Arms". The goal is a typical technology, creative stations, and the technology leadership company, and market propaganda capacity is not special, and sales methods are also more flexible as Xishan. Because the target's registration identity can be seen as foreign investment, it has always been doubts about the identity of the target domestic game manufacturer, but the market is basically a domestic game to look at and support the "Iron Arm Storm". The goal is indeed a registered company, but the two investors have originally engaged in the Chinese (now in Hong Kong), one is Shanghai people, when the Han Wen Company appeared as the name of investment (in English It is a Villaria Islands Registration, which is now renamed "Target" and registered for Hong Kong. Of course, its investment object is a continental game production group, which is a program in the mainland's earliest game production group (approximately 92, 3 years of establishment). Therefore, in view of this, I think it has a certain reason to bring the goal into the mainland game production company.

3. Beijing Creative Yingxiang Technology Development Co., Ltd., established in 1998, produced two games, if they added their "Eagle Software Studio" to the works of the Land Company for three games, representative "life and death Between II. The reason why did not use the game "original endage" of 2000 Creative Eagle as its representative, it is believed that although the latter work has improved, the quality is not bad, but lacks "II between life and death" Unique ideas, you can't make your feelings. This company is also paying more attention to technology, but the work made is still a slightly, the target company. Although its work is released by other companies, it can also be seen that the market propaganda capacity is poor, there is no highlighting of its own company's image and the unique game. In the future, it is still in the technology and creative. Breakthrough to make up for the defects in our market. 4. Shenzhen Jinzi Tower Computer Software Co., Ltd. was established in 1997, and the homemade game is five, representing "Jianghu". This is not to say "Jianghu" is its best game. On the contrary, it is the worst game, and it has won a big name. This company has begun from the book and magazine, and the first game is launched in early 1998. A typical commercial enterprise, can be considered to make a game production issued company in the mainland. If all mainland game companies come to a two choices in commercial interests and game quality, other companies may consider the specific situation and have hesitation, but the Golden Tower must choose commercial interests without hesitation. This is not criticizing, the existence of such a company in the market economy is a certain rationality, and Jinzhi Tower is also relying on this characteristic to survive in the Chinese game industry and continue to develop. 5. Beijing Shen Zhi Software Technology Co., Ltd., established in 1998, homemade game two sets, his predecessor "Eight Justice Studio" did "Water Margin Heroes", representing "murderous" . It is the smallest scale in these five houses. If it is not officially registered a company, it can only be counted as a game team. It is basically operated in a studio's mode, and various costs should try to minimize. Now cooperate with a cross-foot game industry and a Hong Kong game company to get some support. In addition, there are still many independent game production rooms and continental game production groups in some Taiwan, foreign game companies, including Jingtian, Pangu, Tianci, Xinhe Lion, and Yingda Dada. It is more vaguely actual and is a company directly investing in Taiwan. It belongs to other categories, which is not discussed here. 2. What is the most sale of the game in the history of domestic games? Which is your favorite domestic game? Where is her success? What is it worth learning from? Well, how do you say it! In the short five-year history of the mainland game industry, it is better to talk about the biggest influence game. This is the most sale of the game ... The sales statement of each game company is less than the water. This water is less than the company's internal staff will not understand. Although I have been working on the game company business, the sales of other companies can not be rated, and they can only be speculated by some experience and constant. From various signs and feedback information analysis, the "swordsman love II" issued in 2000 should be the best in 2000. This reason has two: 1. In the first few years, the mainland game industry is the most in the early days, it is more prosperous, but because not only the game company has great quality and market experience, the sales market also has a capacity and pricing problem, The sales of homemade games is preferably more than 80,000 sets.

2. The capacity of the market is now far more than before, Jinshan's market promotion and channel control ability is also in the past, plus the price sharply, the quality is OK, so even if there is no Jinshan Company saying it is More, it is approximately eleven, 20,000 sets, which can be counted. "Tianya Lone", my favorite continent homemade game is a lot of people who know people, and the only set of time, more than ten hours of mainland homemade game, which belongs to personal feelings, no What is comparable. "The End of the World" is completed by a separate game team in Guiyang. It is listed in the 1999. It seems to be launched by the Chic League in the second half of 2000. It is a pity that I missed the best listing time, as for why I don't know why I am so clear. In this game, the most impressive place is the implementation of all kinds of unique creativity, which is also the most worthwhile continental homemade game for reference in this game. For more than one, we are watching movies, playing games ... When these entertainment activities, there will be some "here should do this better" ideas, but this idea is often forgotten. . "Tianya Lone" is some regrets when we played Chinese martial arts RPG games, with acceptable approach, and it is true in the game, and the overall balance of the game is also good. Of course, due to a series of problems in personnel, funds, experience, the game also has a relatively shortcoming of many places. These deficiencies directly affect the level of ordinary game enthusiasts. I hope this is not enough in it. It can be improved in the department. 3. The most lack of technology, ideas, sales or funds in the domestic game industry? Do we make a game that can be loved by Chinese in an existing basis? I think it is not, the most lack of should still manage. Technology and ideas require talents to achieve funds, sales must be based on products that achieve new technologies and creative products, and funds flow to generally believe that it will not be determined by changes in the industry, mostly producing major changes to external environments. After that, the fund is actively infused. These these are only compared to a puppet, and management is the hand that lifts the puppet to let it move. As far as the current situation of domestic game companies, the most important thing is to use the correct organizational management, and more lack of technology, ideas, sales and funds, better integrate. According to the respective specific conditions, make a little breakthrough, and can "break", double the strengths, rather than "breaking,", "breaking," the behavior is also the most consuming corporate vitality . Now that the domestic game industry has started to develop after three years of low tide, the funds have an accelerated movement, which is not because this industry has a lot of profit in China, but the potential huge profit can see the time gradually approaching, this can be seen The potential huge profit is large or due to China's network environment improvement. For this kind of trend, it must be seen, the fund is never supported for domestic games, the profit is their purpose, if the entire industry is mostly managing confusion, these new input funds will be lost before gaining profits, then The low tide stage of a new round of domestic game industry will be earlier than the time in accordance with economic theory, and the damage to the industry will be even greater. A few years ago, a Chinese game industry this year, this year, the Chinese network industry can be contemplated. For games that can make people loved on the country on the existing basis, a word "energy". The reason can also be explained in front of the previous point of view, "a little breakthrough" is OK, which is more important and difficult after this is relatively easy to do. How is it more important and difficult after making it.

4. Is China now form a type and game series with its own characteristics and strength? What is their simple situation? This, if there is a Chinese mainland industry, it is unfortunate, not yet. Nowadays, the game made by the mainland is basically followed by Taiwan, and the foreign game type is walking, which is the martial arts rpg and the instant strategy. Even with one or two games have unique innovations, such as "Iron Arm Storm", "End of the World", but has not yet formed climate. In terms of a series of games, only "swordsman love" is only "swordsman love" from the second generation. The development time is still too short, the production group is not enough, the base is the main reason for this situation. 5. We have been saying that China's long history and the culture of Guangbo are the foundation that the domestic game is booming. But intuitive reality, is this so-called cultural resource reflected in domestic games? (Our understanding of the game should be built on the basis of entertainment, rather than emphasis on China, the local flavor, and cultural, educational, these non-game nature.) Domestic games have already pursued Localized misunderstandings? Reflected, but the roots are not prosperous, naturally, the leaves are not allowed. Although the mainland game industry has not formed its own unique game type, no matter what foreign entertainment product type, in its local production process will gradually join the local cultural background, if local culture has its powerful inclusiveness, It will conveze in the work. Of course, this is not to agree with the first sentence in your question. If you add it in your back, I feel that it is more complete: it is a strong entertaining, and integrates China's long history and Guangbo. The domestic game of cultural background is the foundation that the domestic game industry can flourish. This entertainment is the root of the game industry that is attributed to the entertainment industry. The culture is of course Ye. The domestic game industry seems to be compared to China, the local "leaf" thing is actually because I know my "root" is not enough. Only temporarily do some is Ye Ni Leaf to attract it. Whether it is the United States, Japanese game industry, they have experienced a stage when they originally developed. At this stage, it is mainly used by cultural and weak shootings, fighting, and puzzle and other games to expand the occupation market, and then put it into big funds. Some games with deeper connotation have intentionally intensively intensively intended to form their own unique, difficult to imitate. This makes two other national games that will only enter. One is to believe that the importance of cultural connotation in the game is the primary factor in the success of the US game industry. Therefore, in their own game production, this culture will also be cultural. The background is in the first place; another view is that the American game is not a cultural win, and the unity of their game is the foundation of success. These two kinds of understandings have certain truths, their respective practicability, under the operation of strong companies, can also promote their own development. As for which method is to use, it is necessary to discard another, I don't have to see it, this can be determined by the specific environment of the specific object. Chic crown, Daewoo, Xishanju is a rpg professional household, the target company hits the instant strategy, they can have a certain degree of return, and share a certain share of China's game in the market, this is the real situation of the early development of China's game market. Looking at the world's best game, the most prosperous game market, don't consider your own strength, just think how to be more than one than a ratio, in the commercial society, those who are falling first, I want to think Eat a fat man. In the domestic game industry, those propaganda that emphasize the cultural connotation, actually complete the cultural connotation of cultural connotation in the US-Japanese game, and their purpose is not to increase their advantages, but just for survival. However, I expect this kind of method only as a means of development, the purpose is to let the Chinese game industry's overall strength slowly close the beauty industry, and do not want these means itself will become a purpose.

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