Challenge accompanied by hope in the 2005 online game market
China's online game user development trend
Although everyone is painful "Korean-style pickles", there are fewer people to make valuable innovations. Europe and America's "EQ" lost in China, seems to prove that the Chinese is only suitable for eating Korean kimchi. Last year, the new successful work "Feng Shen Bang" is actually the "Legend" of the refold and replacing the model scene spell effect, joining the "Legend" of the Chinese mythical background. Its success seems to prove that Korean kimchi is the best product that is best for the Chinese market.
The market is filled with innovation, but business risks cannot be hesitated without developers. What kind of innovation is suitable for the taste of the Chinese, what kind of innovation can be profitable, and it has always been a difficult problem that developers and investors.
With the expansion of the market size, the player's requirements for game quality are also raised, and the weak defects in the domestic research and development power are more revealed, and the overall level is slow.
Online games from starting to profit, is a team of teamwork cooperation, remove people's familiar procedures, artists, planning, market research and operation sales, etc. are also unable to be less. Due to the late China online game, whether it is talent training or experience summary, the overall level of domestic is low, and a few have a few work experience, and the small and medium-sized enterprises are in this environment. Some companies can be stunned. I have been hidden from this year.
The weakness of research and development will certainly lead to the decline in product quality, and the decline in product quality will definitely lead to the reduction in market share, and the reduction in market share will have to lead to malignant competition. In this case, in order to prevent risks, copying and plagiarism seem to be more worrying, which also leads to the generation of sloth thinking, and ultimately leads to a slow improvement in the overall research and development level. Secondly, in 2005, it will also be a new year of the online game market. With the popularity of the network and the improvement of people's understanding, the market size will continue to expand, the new and old alternating process is more long, and there will be more in the new situation. hope.
Due to the existence of market demand, the scale of domestic online game market will remain higher, and more and more civil risk investments are investigated into into into intoward.
With the popularity of the network, and the improvement of people's living standards, more and more people will accept online games as one of their entertainment. According to the data provided by the "2004 Game Industry Report", "It is still in the rapid development stage of the market."
There is a hope that there will be hope that the public support from the government is also increasingly paying attention to the online game market, and civil financing information that is being looking for investment goals can often be found in many game development websites. At this stage, online game R & D funds are no longer a major problem that plagues all developed teams.
Due to the existence of huge business opportunities in the online game market, the government will treat this emerging industry with a more pragmatic vision, to actively support and guide the development of domestic online games.
In July 2003, the Chinese Publishing Worker Association has established the Game Working Committee under the joint initiative of the relevant departments of the Press and Publication Administration, and the joint initiative of Sohu and Netease and other famous game companies. In August 2003, two projects such as CCTV report, "online game General Engine Research and Demonstration Product Development" were officially incorporated into the national 863 program, which is the first time to include online game technology research and development into the National Science and Technology Plan. Since then, the state's support for online games continues to heat up.
In 2004, the budget funds reached the "online game software development platform" project, officially included in the national electronic information industry development fund bidding. The field inspection and launch of the "National Network Game Publishing Project" is received by the industry, and it is more symbolic to ushered in the spring! In November 2004, the "Green Game Recommendation Standard (Draft)" developed by the China Youth Network Association was officially released, and the standard of green online games began to be implemented. The public has gradually changed their attention to online games. At the 2nd ChinaJoy Exhibition in 2004, the government's related important departments of the government, the government's related important departments were frequently unveiled. The Shanghai Municipal Education Commission was a public bidding for online game cartoons. All of this marked the government's online games. Pay attention to and support, and guided correctly in actual work, society has begun to accept this emerging industry in online games. Existing game modes will not be completely eliminated, but with the improvement of players, the birth of new online games will become an inevitable.
Due to the market is full of a lot of horizontal homogeneous products, the market that requires innovation is getting higher and higher, but the new and old alternating processes will be twists and turns. "Legend", "Legend 3", "Legend World", listed in the top three of "2004 China Top Ten Most Welcome Network Games", seems to indicate that the Korean online game will be unbeaten this year; and 3D Online game, the "Navigation Century" in the end of 2004, it seems to have symbolizes the advent of the new era; "Xuanyuan 2 - Flying Adventures" in the test, some of the system settings have been in China, which seems to indicate 2005 The domestic online game market will set off a new round of innovation.
In 2004, the online game market was a rapid growth of the Q version. Cute people shape, bright fresh screen, interesting details set is the significant feature of Q version game, from the early "Stone Age", "Wonderland Legend", "Fantasy Westward Journey", "Field of God" And the "Water Margin Q" is a popular Q version of the game, and the Han Tong masterpiece is "Hope OL" is more eye-catching. We are sufficient to see that the Q version is constituent in online games. Alternative landscape, seize the big half of the rivers.
Casual online games have protrude, and new business models have begun popular.
According to recent statistics, leisure online games have already been protruding from the heroic prototype. Even the grand group of "Legend", in its income, leisure games also account for about 14%. According to the published "2004 Domestic Leisure Network Game Industry Survey Report", nearly 2/3 players pay for leisure games, and more people are ready for leisure games. Because the player's popularity of the mentality, the players paying for free games have become increasing, and the casual online game seems to have found a more suitable profit model.
In addition, the rise of the business model of "Free Game Virtual Items" in 2004 will be a new trend of online game profit model. After the "master", the joyful digital "has been launched in succession, and there is a free masterpiece in succession, and there is a free to launch more products for free. According to relevant reports, there are more than 20 free online games, which are not lack of innovation. In 2005, the game market, easy entertainment, happy casual atmosphere will continue to strengthen, tired of monotonous playing, players who are tired of boring kimchi games will continue to try new games, network locust phenomenon will continue to increase, free The business model of the game is expected to be further promoted, and even on this basis will continue to improve.
Due to the increase in the popularity of the network and the improvement of living, the trend of online games is increasing, and the traditional online marketing and methods will change. Enterprises will have new channels to quickly promote their products.
Due to the popularity of network household, many online game companies are focusing on marketing strategies from Internet cafes, home delivery, community chemical services, etc. have appeared. There is an excellent example is the sales of Jinshan "Feng Shen Bang", from the beginning of the month, Jinshan has invested 20 million fees in 10 regions across the country, and the provincial capital city to the second and third level The city continuous propaganda, and even directly distributed the game CDs and promotional materials of the "Feng Shen Bang" into the residential community, created the new legend in the online game market in early 2005. According to daily economic news, Wang Ning, Director of Sina Online Tour, said: "Maybe in the future, it is necessary to sell online games like selling wash water and beer." For challenges, the Jiucheng will smash $ 13 million, used for "World of Warcraft" Promote promotion, which is considerable part of which will be used to market home users. According to Wang Ning, Sina is undergoing negotiations, preparing online game marketing, target locking home online game players with a link to chain supermarkets and convenience stores.
With the competition of the online game market, as well as changes in the market structure of online game users, online game marketing channels and methods have changed, in the new form, will cause a new round of market competition, who first finds a more effective marketing strategy, who The new market will be taken first.
Summary, in 2005 domestic online game market, the developer is challenge with hope, the strong will become more and more strong, the competition will become more and more intense, the quality of online games will become higher and higher, the new operation strategy will be increasing The more effective, the ultimate beneficiary will be many consumers.