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三十六篇系列:人内敛化后的产品机会+细节对留存的影响(下)

发布时间:2019-11-13 14:27:15 Tags:,

三十六篇系列:人内敛化后的产品机会+细节对留存的致命影响(下)

第二十五篇

圈内圈外的各种闹剧,比如截Echo Fox中的Rich Fox PK Amit Raizada 和 Stratton Sclavos,比如Playdead的Arnt Jensen PK Dino Patti…

都是一个怎么强调都不为过的逻辑:公司管理,合伙人管理优先于团队管理

合伙人管理不当,公司就有崩盘的风险

事实上大部分公司的崩盘都是合伙人管理不当造成的

合伙人才有这么大杀伤力

而合伙人管理的原则基本上是:公司事务透明化,控制好个人私欲,有协同意识,有个人专长,有全力以赴的意愿…

公司的合伙人分歧,最本质的问题都是:控制不住私欲

Gardens capes(from pocketgamer.biz)

Gardens capes(from pocketgamer.biz)

第二十六篇

(外国开发者看中国游戏市场其实是相对正面的)举个例子,当年Gabe Leydon为了让所有人信服Game of War Fire Age的未来价值和说明All games will be free to play

认真地以中国市场为例

A,If China never had a retail model for games,and never will,and is prediticted to be one of the biggest game market in the world in the short time,what does that say about the future of the single pay mode

B,A country like China will never have a paid market

这是中国F2P市场的外围影响力

再更新下一个判断

China doesn’t create any games

China probably creates more games than any other country.

Tencent is the biggest games company on the planet, developing and publishing games and constantly buying up new studios, IPs and stakes in national and foreign companies. But Tencent is just the most visible part from the tip of a huge iceberg. Hundreds (probably thousands) of game development studios and publishing houses exist in China, not to mention foreign companies that also have offices and studios in the country (like Ubisoft, EA, Bandai Namco, 505 Games, Activision, and many many others).

Perhaps the main reason why people outside of China still don’t see the country as a powerhouse in game development is because China didn’t manage to successfully export big games to the rest of the world — at least not in a way that made people clearly aware of the content’s origin. But even that is changing; as I write this piece, Tencent and Next Studios announced a new AAA game (Synced: Off-Planet), and soon the PS4 and PC will welcome Monkey King: Hero is Back, arguably the first big budget Chinese console game to be released in the West.

It’s worth mentioning that while countless Chinese studios develop games (mostly mobile games), a huge portion of the content created is heavily inspired (complete rip-offs, really) by existing IPs; clones of clones of clones of established games, shamelessly using stolen assets. This makes it hard for these games to be exported, and therefore the vast majority are consumed by Chinese gamers only.

https://www.zhihu.com/question/335204295/answer/841385337

第二十七篇

Gardenscapes的很多仿品,包括Playrix自己的换皮作Wildscapes,都跑不出来

应该是两个最核心的问题:A,一个是难度曲线和数值逻辑 B,一个是故事沉浸逻辑

C,辅助的是市场时机和能调动的资源

这三个部分的模型是最难的,基本不太可能复制

连Wildscapes想要跳脱这个框架都很难,类似的诸如World War Rising也很难复制奇迹

所以,实际上,目前的游戏环境里,抄也不是一件容易的事情

Why casual games like Homescapes are adding midcore Guild community features

第二十九篇

在媒体的包装里,囧囧有神的Kixeye莫名其妙拿到了一个煎饼

但事实上比对下Stillfront Group最近两个财季的报表就知道了,Kixeye连锦上添花都算不上

只能说,Kixeye被天上掉馅饼了

Q3财报

In the three months ended September 20, 2019, Stillfront Group earned MSEK 517 million (€48.4m) in revenue, up 64% over the prior year.

Adjusted EBITDA for the period was MSEK 208 million (€19.5m), an increase of 73% year-on-year.

Q2财报

Net revenue amounted to 480 MSEK (329 MSEK), an increase of 46% compared to the second quarter of 2018

Adjusted EBITDA (excluding items affecting comparability) amounted to 197 MSEK (104), an increase of 90%

第三十篇

这是第一视角和第三视角完全不同表述的差异

第一视角

New chapter for Super Evil Megacorp starts with amazing new partners Rogue Games, Inc. and Andreessen Horowitz.

I am also excited for the announcement of our next project Spellfire – our first answer to rapidly shapeshifting global game industry’s future.

第三视角

这是Super Evil Megacorp进行的第八轮融资了

Super Evil Megacorp融资有一个特点,就是:公司大名鼎鼎(Super Evil Megacorp),产品是时代先锋(MOBA,Vainglory)但变现不理想,导致公司每一轮的融资预期变低,每一轮的融资额度与轮次不匹配

这也意味着,Super Evil Megacorp赚的钱不够自己花,融资来的钱量级也不够,都到第八轮了,融资额度才1050万美元

现在Vainglory也给了Rogue Games了,现在只能押宝新项目Project Spellfire

如果新产品Project Spellfire不够牛,那就意味着Super Evil Megacorp要囧

不管是用户市场,还是资本市场,留给Super Evil Megacorp自我救赎的机会已经不多了

第三十一篇

又到了各大游戏直播平台:比公会组织能力,比主播人气值,比粉丝消费力的季节了

大部分的年度盛典都只有一个指标:刷礼物

归根到底就是:如何把礼物的数值刷上来

至于这些礼物是怎么刷来的,就各显神通了

这是相对比较典型的:非常直接的金钱交易的展示舞台

第三十二篇

我不知道别人怎么想的,但如果事情要有【可持续性】,我的理解是:

A,多休息 B,多运动 C,保持心态平和 D,有一定的耐心 E,维持一定的兴奋度 F,做事专注 G,减少无谓消耗

https://www.zhihu.com/question/20926663/answer/886485859

第三十三篇

Glu Mobile作为一家经营20年的老牌上市公司,常年处在:每个财季要么赚一点点,要么亏一点点的无限循环中

一年下来,不怎么亏也不怎么赚

刚好养活团队

对于股东来说,唯一的盼头就是跟着公司的利好和利空事件买卖股票了

不过近期没什么好的产品,也没有新的价值标的,就只有慢慢跌的份了(半年已经跌掉50%左右了)…

第三十四篇

Nexon交出了一份不理想的Q3财报,主要来自于中国市场的大幅度下滑

中国市场PC端同比暴跌48.6%

从遥遥领先的第一大市场跌为落后于韩国的第二大市场

其中,最核心的产品是Dungeon & Fighter ,而Dungeon & Fighter刚刚庆祝了11周年

第三十五篇

Abbey Games的倒闭说的就是游戏圈最残酷无情的故事:

开发者的游戏如果不能同时做到A,游戏的用户渗透性好 + B,游戏的变现能力超强

或者说,开发者的游戏需要足够的优秀,而不能只是停留在一般好

Abbey Games形象地展示了:如果开发者的产品只是一般好,那么他们基本上就没有足够的资源去扛任何的风险

Godhood这款游戏只是低于预期,而Abbey Games就要付出公司周转不灵的代价:倒闭

第三十六

近期基本逃不开要囧掉的开发者大作

Rush Wars(Supercell)

Knighthood(King)

Wildscapes(Playrix)

Manor Matters(Playrix)

Ace Force(Tencent)

Puzzle Combat(Small Giant Games)

Little Linkers(Playtika)

Avatar Pandora Rising(FoxNext)

Farmville 3(Zynga)

StoryKeepers(Big Fish Games)

Small Town Murders(Rovio)

Originals Interactive Series(Glu Mobile)

World War Doh(JamCity)

Forge of Glory(Kefir)

Match Town Makeover(G 5)

本文整理自近期朋友圈,欢迎探讨交流,郑金条,微信zhengjintiao


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