游戏邦在:
杂志专栏:
gamerboom.com订阅到鲜果订阅到抓虾google reader订阅到有道订阅到QQ邮箱订阅到帮看

DeNA首席运营官称进军海外市场是公司唯一出路

发布时间:2011-04-21 14:27:18 Tags:,,,,

DeNA无疑已成为日本最大的社交游戏公司,它的Mobage手机社交平台自2006年上线以来,注册用户已达2500万,每年总营收超过了10亿美元。更令人吃惊的是,该公司绝大部分营收来自日本市场。尽管该公司在海外也有势力范围(游戏邦注:DeNA去年出手4亿美元收购了美国手机游戏公司ngmoco),但该公司实际上还算不上真正出击国际市场。

Mobage

Mobage

DeNA首席运营官及社交媒体主管Isao Moriyasu在最近的媒体采访中表示,“我们过去三四年就一直在考虑走向海外,但日本手机与国外手机之间的技术鸿沟太大了,以使我们难以进一步施展手脚。智能手机市场的崛起,将帮助我们真正解决这个问题。”

Moriyasu在访谈中介绍了公司的ngCore引擎及其开拓不同市场的韧性,“我们希望能够为开发者提供一个全球通用的标准开发环境,以便他们针对我们的平台创建内容。如果开发者使用了ngCore游戏开发引擎,他们就可以使用同一组源代码,开发出可同时运行于iPhone、Android平台的游戏。我认为这项独特服务可通过不同方式运用于日本和国际市场。社交服务和社交游戏在本质上都带有地方性,所以我们的目的是兼容这些用于日本、欧洲或者其他特殊地区的服务。”

据他所述,DeNA并不十分担忧任天堂3DS和索尼PSP新型设备的挑战,“新型游戏设备提供了更多社区功能,我认为未来几年,掌机游戏和社交游戏之间的界限会更加模糊。问题是我们应该如何应对这种情况,答案其实也很简单:成为在世界各地分布最广的平台。要实现这个目标,我认为最重要的是关注如何完善并丰富我们的服务,而不是无谓地担忧竞争对手的情况。”

在Moriyasu看来,DeNA如果要壮大就不可局限于日本市场——该公司在日本已经面临日本FTC的反垄断调查。摆在DeNA面前的就只有两条路,持续发展或者走向没落,“智能手机正日益成为一个世界性的平台,假如我们无所作为,其他海外公司就会趁虚而入,争夺日本市场。这正是我们必须打造一个可覆盖全球用户的平台的原因所在,这并非是因为我们有信心,而是因为我们如果不这么做,就没有获胜的希望。”(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

DeNA, Japan’s Social Gaming Giant, Tries to Conquer the World

Tokyo-based DeNA is without a doubt the largest player in Japan’s social-gaming scene. Its Mobage service, a gaming platform for Japanese cell phones, has racked up 25 million user registrations since its debut in 2006, and the company grosses over $1 billion in sales every year. The amazing thing: Nearly all of their revenue comes exclusively from the Japanese market. Although they’ve had a presence overseas (they purchased mobile game dev ngmoco last year for $400 million), the company has yet to seriously challenge the international game market on its terms. Until now.

“We’ve been thinking about going international for the past three or four years, but the features gap between Japanese and overseas phones was so great that it was hard to take that step forward,”

said Isao Moriyasu, DeNA’s COO and director of social media. “The smartphone marketplace has finally expanded now to the point where we can get serious about this.”

In the interview, published in this week’s issue of Japan’s Famitsu magazine, Moriyasu touted his company’s ngCore engine, as well as its patience in developing individual markets. “We want to provide a worldwide standardized development environment for developers to produce content [for our service] on,” he said. “If developers use the ngCore game development engine, they can produce a game that runs on both iPhone and Android devices with a single set of source code. I think the individual aspects of our service will be deployed in different ways between Japan and international.

Services and social games are inherently regional in nature, so our intention is to go with the services that work in Japan or Europe or wherever with each individual area.”

Tellingly, Moriyasu did not seem overly concerned about new dedicated portable systems like Nintendo’s 3DS and Sony’s upcoming PSP successor. “With new game devices offering a lot more in communication ability, I think the distinction between console games and social games is going to blur more and more in the coming years,” he said. “The question is what we should be doing in the midst of that, and to us, the answer is plain: become the platform that gets used the most around the world. To achieve that, I think it’s more important to concentrate on making our service as rich and robust as possible instead of worrying about rival companies.”

To Moriyasu, DeNA cannot expand any further if it sticks strictly to Japan — a nation where it’s already facing antitrust scrutiny from the nation’s FTC equivalent. It needs to grow or perish, really. “Smartphones are becoming a worldwide platform,” he said. “If we do nothing, then overseas firms will take over the Japanese market. That’s why we need to create a platform accepted by people around the world before anyone else can. It’s not that we’re confident; it’s that we really feel that we must win this.” (source:1up


上一篇:

下一篇: