134. Selected target
"Starting" is a very excellent game. Jin Xiao was addicted to it for a while back then. Later, because he had no money to buy diamonds and his academic performance increased, he gradually got rid of this game.
"Starting" is the first mobile game officially authorized by one piece in China. It was jointly developed and created by Dena and Bandai Namco Entertainment Group. It created the first tense and exciting real-time action operation gameplay, and all famous animation characters appeared on the stage, galloping together on the great route and heading to the glory of becoming One Piece.
By collecting and cultivating various charming characters in the original work, forming a pirate group that belongs only to the players, with the goal of becoming One Piece.
During the game, players can experience the original work's colorful storylines and reproduce the classic plots that are familiar to the original work.
It is worth mentioning that this is an original adventure RPG developed for the domestic market. Players can collect personalized characters in "One Piece" and devote their efforts to cultivate them to create their own original pirate group, and move forward with the goal of "One Piece". As the game advances, players can also experience the classic storyline again, and each well-known scene will be reproduced one by one, allowing players to instantly return to that passionate adventure world!
The battle system of this game is still very simple. The most important thing is to display the character's blood bars and the character's skill slot, which is the yellow trough below. When the yellow trough reaches the full value, friends can release the character's skills by clicking on the character.
Luffy, Zorro, Nami, Lie Bu, Yamato... "one The super popular protagonist of the piece" is moved. In the game, players can freely cultivate popular characters in "one piece through the recruitment system, allowing them to explore the mysterious treasures with you! Each character has their own strengths in attribute skills. Players need to formulate corresponding strategies according to different battle situations in order to defeat a group of powerful enemies on the way and become the unique One of the One Navigator!
pve, undersea prison, treasure cruise... The background setting of each main line dungeon in "Stay" is closely linked to the original "one piece". Players can personally experience countless classic plots in "one piece" through the game. The randomly triggered adventure events in the game will make your treasure hunt full of unknown challenges. It is worth mentioning that when the group led by the player develops to a certain level, players can compete with other pirate groups in the reward wanted list, increase their own bounty amount, and compete for the reward ranking list.
In the game, you can freely train more than 100 characters and customize a unique pirate group as you like. Each character has its own attributes and skills, water, electricity, fire and poison, and summoning control has its own advantages. Cleverly matched by different partners, it can activate surprise effects and reverse the situation at critical moments!
During the period when Jin Xiao played the game, he actually didn't spend much money in the game. He said that he couldn't krypton anymore, which is the truth. Because the later stage of this game, the more powerful characters it needs. If you don't have money to brush fragments, you can only use ordinary teams to fight against top-quality teams. The pressure will be particularly strong and the winning rate is not high. But here is actually the most interesting part of this game.
It will make you spend money, and it is not difficult to spend tens of thousands of dollars at will. But at the same time, it is okay to spend money without being willing to spend money, and it can also perform well, but it is more kryptony. Moreover, the combat power is definitely insufficient for a period of time. Only by persevering for several years in one go will there be a different transformation. But even so, it is much more conscientious than those games that make you spend money to death under the banner of free.
And to be honest, the lineup matching in this game is really rich. Jin Xiao has seen many interesting teams before.
For example, the strong attack and slash team has in-depth penetration and application in wanted, supernova and the Seven Warriors. Relying on its super-high-intensity lethality, slash also plays an important role in the alliance battle.
The kill team provides energy reduction characteristics with the full body Rayli as the core of the killing. The full body white beard brings control resistance to the team in a complex environment. The Shanci Mushroom is another stable output source and can provide strong suppression of spell characters. The full body Luo is the key to the team's endurance. In terms of substitutes, it is difficult to develop the whole white beard and the high-end Shanci Mushroom. In actual combat, you can consider the replacement of the full body Mihawk or the high-end Diamanti.
For example, the strongly controlled mine team.
Similar to the killing team, mines are also highly popular forming systems. They are famous for their ultimate strong control capabilities and have many successful application examples in various models.
In the regular phase, there are more combinations of mines and breakthrough Kizaru, but in alliance battles, mines are usually matched with Bartolomeo. In terms of substitutes, there are not many substitutes available for the mine team. In addition to Qiangzhi and Kerrot who have not yet fully demonstrated their strength, there are also routines of using Whitebeard and Mancheri in actual combat. The former is used to enhance killing, while the latter can improve the survival of mines.
In addition, the fire attack energy-reducing team is also good. In the alliance battle mode that tests comprehensive strength, the fire system is definitely the backbone of the battle.
The Fire System is known for its high explosion. With the pure damage improvement of the fire system that breaks through Akainu, relying on the healing and thin burial effect of breaking through the Margao Nirvana mark, the Fire Team not only once again improved the already terrifying powerful killing, but also to a certain extent, additionally strengthened the team's survival ability. In terms of substitutes, there are not many candidates for Fire System to be allocated. In addition to Fujito, the other alternative characters include Breakthrough Kizaru, Manxali, New World Chopper, etc.
The mixed formation of matter and magic is actually a battle formation system with debuffs and protection as the core, with an attack and defense integrated into one battle, and still steadily occupying the top of the alliance.
The core of the common mixed team of matter and magic is still the previous generation of nuclear bombs based on breaking through Blackbeard and breaking through Kizaru and Robin's debuff and protection. For the overall consideration of the alliance team, Mancherily joined the team to greatly enhance the healing and endurance.
Knockdown of the core team is known for its high popularity and early adaptability.
Leading alone by Fujito, supplemented by New World Brooke, New World Chopper and New World Luffy provide knockdown catalysts, and are responsible for output and treatment at the same time. In terms of substitutes, if there is more than enough strike, Diamanti, breaking through Kevin Dixiu and others can participate in the knockdown team battle.
There are many interesting systems in this game.
For example, the ship cannon combination, alliance treasure battle, supernova challenge, alliance battle, treasure cruise, trial system, wanted list system, washing system, crystal system, store system, breakthrough system, etc., to ensure that players have enough freshness and do not lose the game motivation in a short period of time.
In short, this is a very excellent game. Jin Xiao’s mobile game studio’s first game is ready to learn like this game.
Of course, a good IP is very important. The success of "Starting" is due to its excellent game, and on the other hand, it also borrows the reputation of One Piece. Then Jin Xiao and the others have to choose an IP that is no less than One Piece. In the end, Jin Xiao focused on "Nao" but now the copyright of Naruto's game has been bought out by Tencent. It is so difficult to get a share of the pie. And even if there is this possibility, the copyright cost during the period is not a decimal.
So some people suggested that it is better to use traditional domestic IPs as a selling point. The most popular domestic IPs are always the Three Kingdoms and Journey to the West. There are thousands of new games with this theme every year, and of course, most of these games are soon dead.
It’s not that IP is not good, but the game itself.
Simply put, domestic games are filled with too much garbage.
Of course, I need to make it clear that domestic mobile games must have relatively conscience, but if you cannot change this environment, it will be difficult not to be changed by fast food games.
Currently, domestic mobile games are mainly card games that can draw ten consecutive cards. Among them, there are original games that are carefully made, but more of them are garbage that can cheat krypton. Another major category is rpg, including but not limited to various legends and mountain and sea classics. Many of these games are not even changed. If you change a name, it will be considered another game. There are indeed many good games in mobile games, but now let players think about what is the difference between the games you play and those games that change a skin.
Perhaps at the beginning, you could say that a game is different from other stunning bitches. This game is very conscientious, but what about a year or two?
As a giant-like Onmyoji in a 2D game, can you be said to be conscientious? He is both liver and kryptony, and all kinds of extra limited-time activities are a waste of time, and the probability is even more low. Is such a game conscience?
It is normal for the game to make a profit. However, the player's money is limited, so the money used for krypton gold is often the last consideration of players' expenses. Of course, the rich will basically not consider these, but how many rich people are there?
Many games focus on game content for ordinary players as rich people to enhance the game experience of rich people, and free monsters are the game experience of ordinary players. Such opposition can make the local tyrants and civilians enjoy playing. The monthly card party and free monsters will not have too much opinion. No one will notice them even if they abandon the pit - unless they collectively abandon the pit.
However, games have a lifespan, which refers to the profit life of the game. Over time, the profitability of the game will inevitably decline. When a game is often operated for a year, its old users will gradually leave, while new users are difficult to obtain for an old game.
Therefore, the contradiction between players and the official game is inevitable. The profit of the game requires the player to cut off his losses, and most players resist increasing the expenditure on the game. Therefore, after a stable operation of four years, the Tzumachi will launch treasures. This is normal. The official behavior is the main reason for the jihad.
In essence, players prefer to pay for love, but the game operators definitely hope that players can try their best to make money, so there are various forced and cheating krypton, which triggers players' resistance. There is also the last one to make money before the end of the game's lifespan.
There is another situation, that is, the legends that only need to hang up and recharge money are all available. All kinds of legends and play are like this. They don’t need most people to like to play. It is normal for them to play one person and one server. They don’t need civilians. As long as there is a rich man responsible for hang up and recharge money, it is enough. This kind of game makes money quickly and has low costs. Their cost is only advertising costs. Some games operate for a month and get money away. It is precisely because these garbage generally fill this market. Bad money drives out good coins. In the end, it will be more difficult to play a good game well, because capital is profit-seeking.
Moreover, the reason why junk games emerge one after another is just because of the choice of the market.
If no one plays this garbage, he can't make money and can only play games seriously, instead of thinking about making money every day.
Finally, instead of investing limited funds into the game, it is better to be a mini program traffic owner with me, using major Internet giants as a platform, with considerable returns and not delaying the main business. How delicious it is.
So to summarize: garbage games make money quickly, and you have to bear the risk of losing money when you work seriously; garbage games are essentially also the choice of the market. Raw games are not so much a garbage games that destroy the atmosphere, but rather a garbage games that choose garbage games.
This is the same as the reason why young actors were the best in the past few years. When those young actors were the most popular, they even squeezed out film contracts. However, the market is like this. While yelling about the current movies and TV series being bad, they are crazy about the young actors like dogs who see shit. Of course, capital will not care whether there are good movies, they only watch them or not. So even if the film and television works are really the same as shit, as long as someone watches them, they will keep shooting them.
However, it has been much better recently. Young and handsome guys are gradually retreating from the sight of mainstream people. After all, most people's aesthetic taste is still normal.
Domestic games have also improved a lot in the past one or two years.
Especially the performance of domestic games overseas.
In fact, domestic games went overseas, it was once a last resort.
For a long time, in the domestic game market, Tencent and Netyi have been competing with each other. Although this is a sign of maturity for the development of the industry, the domestic market is occupied by its own game companies, and it is a sign of maturity. The United States, Japan, South Korea, the United Kingdom, Germany and other countries with relatively developed games also show similar characteristics. However, for other domestic game manufacturers, most of them can only survive in the cracks.
Under such a development trend, some domestic game manufacturers have begun to look for opportunities overseas.
In 2008, IGG began to try to enter Russia, Germany, France, Italy and other European markets. Three years later, IGG's exploration in overseas markets has helped it successfully reverse the domestic losses and complete its listing.
The gap in the overseas market has been opened, and the head effect of the domestic market is still increasing. In 2017, Tengxun and Netyi have already occupied nearly 80% of the domestic market share. In addition, the tightening of the version number policy in 2018, going overseas has become a way for many domestic game manufacturers to "rescue themselves". Some game companies have even begun to use the overseas market as their main profit points.
Specifically, as far as the mobile game market with the largest coverage range is concerned, the data from app annie shows that since 2017, the proportion of user spending of domestic mobile game publishers in the overseas mobile game market has increased by 60%, and the market share has also increased from 10% to 16%. Domestic game manufacturers have found their own development space in the overseas market, and Tengxun and Netyi will naturally not let go of the opportunity to expand incremental growth. Moreover, leading manufacturers are more likely to open up overseas markets with their own established advantages.
However, due to the large enough carrying capacity of overseas markets and diversified enough, many domestic game manufacturers can still establish their own advantages in different markets in different competition, and even seek opportunities to overtake on the curve.
Judging from the current development form, due to the large global game market, there must be differences in the development degree of different regions. Currently, two differentiation forms are basically formed: mature market and immature market.
Typical representatives of mature markets are European and American countries such as the United States, Japan and South Korea. They are characterized by strong competitiveness in local games, strong user payment ability, and high entry threshold.
For example, the average payment rate of Japanese players in the Asia-Pacific region is more than 60%, with an average annual spending of US$312.97. Payment habits in European and American countries have long been developed. In 2019, the growth rate of user spending in game markets such as the United States, Germany, and France reached more than 20%. Based on the strong payment ability of users, mature markets are also the main source of income for domestic games to go overseas.
Of course, due to the relatively higher cost of buying and promotional sales in mature markets, users can obtain it relatively high and the entry threshold is higher. Most players who can participate in the competition are concentrated in the top. Especially in the mobile game market, until now, Chinese manufacturers have not accounted for a high share in the mature market, mostly less than 20%, and most of them are the leading forces.
For example, Japan, which accounts for 30% of the global market share, has a mature game development system, with a stronger market "closedness", and local games also show distinct IP characteristics. Bandai namco (Bandai Namco), which is known as the "consortium B", has become the most profitable mobile game publisher in Japan because of its classic IPs such as "Dragon Ball", "Idol Master", "One Piece", and "Saint Seiya".
It was not until the past two years that Netyi gradually found a way to break the wall based on the characteristics of the Japanese market. Its "Wild Operation" entered the Japanese market by co-branding with IPs such as "Attack on Titan" and "Gintama". Sensortower data shows that Japan accounts for 79% of NetEase's overseas revenue, and NetEase has also become the best domestic manufacturer to localize the Japanese market. Similarly, Lilith, a domestic manufacturer ranked fourth in the overseas revenue of mobile games, has ranked second in South Korea after its mobile game "Awakening of Civilization" was airborne in South Korea, and it ranked second in South Korea's revenue in just ten days. It can be seen that the mature market is still the leading manufacturers conquering cities, while the waist-end manufacturers are seizing share in the immature market.
Compared with mature markets, typical representatives of immature markets are Asian countries and regions such as India, Indonesia, Vietnam, and Thailand. They are characterized by low entry threshold, large download volume, but weak payment ability.
However, since domestic games went overseas for "forced", the immature market was also the place where domestic game manufacturers were originally taking over. According to appannie statistics, as of the first half of this year, domestic mobile game manufacturers had a market share of about 40% in India, Russia, Indonesia and other markets, which had an absolute advantage. Therefore, although the current payment ability of the immature market has not been fully released, a large enough basic market still makes the waist-tail game manufacturers get a share here. In addition, the different demands of different markets, domestic manufacturers also have their own emphasis on the layout. For example, Brazil and India focus more on action and strategy, while Russia and Indonesia show faster growth in role-playing games. Differentiated competition has gradually become the key for waist-tail manufacturers to open up different markets.
Overall, the current development pattern of domestic game manufacturers in foreign markets is relatively abnormal. On the one hand, the market share in mature markets is lower, but it contributes a higher revenue volume. On the other hand, after entering the overseas market, the leading game manufacturers have also begun to squeeze the living space of waist-end manufacturers.
app annie data shows that global mobile game user spending and usage time maintain a rapid growth momentum, but the growth rate of game downloads is gradually flattening, and even a downward trend. This is the inevitable result of the development of two differentiation forms of mature markets and immature markets. At present, the dividend space of immature markets is becoming narrower and narrower. As the basic market becomes saturated, the contribution of downloads will eventually hit the ceiling. The game downloads in Vietnam, Turkey, Thailand and other countries have begun to show negative growth.
As the demographic dividend of overseas markets gradually disappears and the development of local game manufacturers squeezes the market space, Chinese game manufacturers also need to further improve the quality operation and monetization capabilities of game products in immature markets.
In the future, domestic games must rely on "two legs" to walk in overseas markets: one is to continue to consolidate the market share of Southeast Asia, Russia, Brazil and other game markets that occupy an absolute advantage, cultivate the payment habits of local users, and accelerate payment conversion; the other is to use the ecological operation capabilities to penetrate mature markets such as the United States, Japan and South Korea, and further introduce the efficient payment capabilities of this market into the monetization chain of domestic games.
In addition, in addition to improving market share and paid conversion capabilities with external markets, the monetization capabilities of domestic games themselves also need to be further improved, and the game quality must also be further improved.
Especially the last point, this is particularly important. The ironworking needs to be strong on its own. How to compete with international manufacturers and how to seize the market with local emerging companies is also an issue that every game company that goes abroad should consider.
Of course, this problem is too big, and it is undoubtedly too far away for Jin Xiao. What he needs to consider now is the issue of game IP.
After a meeting in the studio, everyone finally decided to walk on two legs. On the one hand, they tried to contact Tengxun and tried to buy some of the game copyrights of "Naruto". On the other hand, they started to develop traditional domestic IPs. Their final choice was the famous "Journey to the West" IP, because this IP was well-known enough and had enough plots to use. In addition, there were enough gods and monsters with names, which in theory should be enough to support a game. In fact, Jin Xiao was not prepared to eat it up with this, which was impossible.
You can use this game for a while in the early stage. After that, you will develop new games, or even PC games. These can be regarded as future plans, so there is no need to worry at the moment.
Chapter completed!