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pocketgamer:游戏市场两极分化 中端手机游戏恐难以为续

发布时间:2010-12-14 16:56:11 Tags:,,,,,

游戏领域近5年来已经呈现了两极分化的发展趋势,那种投资力度一般、用户反应平平、只图温饱的游戏将难以继续靠中间路线谋生,手机游戏领域最近几个月的市场情况也印证了这种说法。

在id Software工作室推出iOS版本的《Rage》之后,Epic和Chair Entertainment也不甘落后,联合出品了《Infinity Blade》这款售价5.99美元的游戏,现在Firemint公司也加入战局,推出《Real Racing 2》这款据称开发投入200万美元,售价高达9.99美元的游戏。

Real Racing 2

Real Racing 2

据游戏邦了解,Firemint原始版本的《Real Racing》被称为第一款开发成本超过100万美元的iPhone游戏,甚至超过了EA和Gameloft这类大牌发行商的成本预算。

作为一款高价游戏,《Real Racing》的运营可以算是非常成功,刚上架时售价9.99美元,18个月后仍然能坚守4.99美元的价位——这种现象表明,iPhone游戏开发也是一桩值得砸下重金的划算生意。

这种结果引得id和Epic这类公司跃跃欲试,准备借手机平台的强劲发展势头,打造重量级的手机游戏作品。相信其他掌机游戏公司不久也会加入这一阵营,从这个潜力巨大的市场中分一杯羹。

当然,小型的独立开发团队仍然可以在低端的手机游戏市场中生存,继续推出99美分的益智游戏或电子游戏,他们的游戏中偶尔也会出现《愤怒的小鸟》(Angry Birds)、《水果忍者》(Fruit Ninja)和《糖果小怪物》(Cut the Rope)这类一鸣惊人、利润丰厚的作品。

不过那些开发成本更大一点点,功能设置更高级一点点的策略类、RPG类和射击类付费游戏今后的日子就不那么好过了,因为它们既无法上升到9.99美元游戏的档次,又不像99美分游戏那么讨巧,在玩法上也不敌免费模式游戏的诱惑力。可以说,面临高低端游戏的双面夹击,这类中端游戏的前途确实不容乐观。(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

Opinion: Firemint’s $2 million Real Racing 2 underlines the Call of Dutization of iOs

The key trend in the games industry over the past five years has been the way success has been polarised into game types that are either very expensive or very cheap to make.

The once bread-and-butter middle ground of average titles – both in terms of their budget and consumer reaction – has all but been wiped out.

What happens on console also comes to mobile and so it is that over the past month we’ve seen some prime examples of what might be referred to as the Call of Dutization of iOs.

Big ‘eFfing Games

Kicking off with id’s Rage, it’s been underlined by Epic and Chair Entertainment’s Infinity Blade and now the release of Firemint’s Real Racing 2, a game that CEO Rob Murray reckons has cost around $2 million to develop, and is selling for $9.99.

A pocketful of small change in the world of consoles and PC, nevertheless it highlights an issue that will subtly influence what happens in 2011.

Indeed, Firemint already has form in this regard. The original Real Racing was generally reckoned to be the first $1 million iPhone game in terms of development cost (outside of the elevated cost structures of the likes of EA and Gameloft).

Its success as a premium release – it launched at $9.99 and is still selling at $4.99 18 months on – demonstrated it was worth investing considerable sums in iPhone development.

Like honey to the bee

In turn, this has attracted companies such as id and Epic who are prepared to innovate and spend big to create signature experiences on these fast evolving but already commercially significant platforms.

More console companies are certain to follow their lead.

Of course, at the lower level, small indie teams will still scratch out a living making small 99c puzzle or arcade games, and there will be occasional breakout hits such as Angry Birds, Fruit Ninja and Cut the Rope that make their creators rich.

But slightly more expensive and complex games such as those in the strategy, RPG or twin stick shooter genres will find it much harder to compete in a world of polished $9.99 brilliance, 99c bite-sized fun, and an increasingly addictive freemium sector.

As they say on the London underground, “Mind the gap”.(source:pocketgamer)


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