人人书

杂志

保存到桌面 | 繁体人人书 | 手机版
传记回忆文学理论侦探推理惊悚悬疑诗歌戏曲杂文随笔小故事书评杂志
人人书 > 杂志 > China’s Gaming Boom

China’s Gaming Boom

时间:2024-11-05 04:36:49

After20yearsinthegamingindustry,XuYiranbelievesthatfewproductscanlastverylongdespitethefactthatChina’sgamingindustryhasmaturedsignificantly.courtesyofXuYiranTheGamingLife

Astheworldbeganreflectingonthepassingof2016,ChinesegamersbeganfocusingontheGoldenPlumeAwards,thecountry’sannual“OscarsoftheGamingIndustry.”360Gameswalkedawaywiththemost-sought-afterprize,theMostInfluentialMobileGameChannel,anditsindividualgamestooktwomoreawards.

MorethanayearhaspassedsinceXuYiranbeganleadingthe360Gamesteam.Bornintheearly1970s,Xuearnedadoublebachelor’sdegreeinprecisioninstrumentsandautomationfromTsinghuaUniversityandanMBAfromtheChineseUniversityofHongKong.Sincegraduation,hehasworkedingamingformanyChineseandinternationalcompaniesincludingSohu,GiantInteractiveGroup,PerfectWorld,andElectronicArts.

XuYiranhaswide-ranginginterests,includingmoreactivehobbies,butasheputsit,“Gameshavecapturedmostofmytimeandblendallmyhobbiesandexpertise.”

MorethantwodecadeshavepassedsinceXubecameimmersedinthegamingindustry,duringwhichtimeChina’sroleinthesectorhasballoonedatbreakneckspeed.In1999,onlinegamesemergedalongwiththepopularizationoftheinternet.Around2008,aboomofindependentlyproducedgameswasledbytitlessuchasDragonOathandJadeDynasty.AlongwiththetirelesseffortsandcreativityofChina’sgamedesigners,therapidgrowthinthenumberofinternetusersplayedthekeyroleinfacilitatingtheboom.

“China’sgamemarketstartedbyimitatingoutputfromplaceslikeSouthKorea,”explainsXu.“Atthetime,China’sgameslaggedfarbehindtheirforeigncounterpartsinfineartsanddesign.Thegaphasshrunkconsiderablysincetheturnofthecenturywhenwegraduallybeganshiftingtoindependentproduction.”

AFreshly-PavedRoad

Since2010,China’sgamingindustryandmarkethavedevelopedrapidly.TheReportonChina’sGameIndustry2016,jointlycompiledbyChinaAudio-videoandDigitalPublishingAssociation,Gammadata,andtheInternationalDataCorporation,waspublishedattheendof2016.AccordingtotheReport,revenuesfromgamingreached165.57billionyuanin2016,upby17.7percentyear-on-year.OnlinegamesindependentlydevelopedbyChinaearned118.25billionyuan,increasingbyabout20percentoverthepreviousyear,andrevenuesfromoverseasmarketssurpassed7.2billionyuan.Moreover,themarketingarmofChina’sgamingindustryhasbecomemoredefined.

Despiteanew,hopefulenvironment,XuYiranmaintainsthatthegamingindustrywillnotgrowwithoutnewideas.“Thesecretformulatowinmustberevisedacrossvariousstages,”heasserts.“Intheearlystages,techniqueprevailed,andthestabilityofserverswasmostvital.Thenextstagewasdeterminedbycreativityandgraphicdesign.Thelaststageisaboutoriginalityandintellectualproperty.Thecoreelementshavecontinuouslychanged.”SuchaphilosophyinspiredXutobringnewideasforbusinessdevelopmentwhenhetookovertheteamattheendof2015.

Eventually,hisideasformedtwomajorplans.The“HeavenlyPlan”offersasubscriptioninexchangeforbetatestingandbigdatafordeveloperstoreference,capitalizingontheadvantagesof360Games’popularchannel.Theyear-longplanhasprimarilybenefitedoverseasgamesuppliersbyprovidingvaluablefeedback,whichhasinturnminimizedtheriskofdistributioninChina.

The“PinpointPlan,”ontheotherhand,ismeanttoeliminateroadblockshinderingnewdevelopers.“TodayinChina,manyyoungR&Dteamsarecompletingbigprojectswiththeircombinedskillsinfineartsandprogramming,”explainsXu.“Buttheystilldon’tsucceedbecausetheylackveteranproducersanddesignerstoensurethatallthenecessarypointshavebeencovered.”Tohelpoutyoungerteams,360GamesrecruitedindustryveteransfromaroundtheglobeandestablishedaspecialdesigncentertoprovidetimelycounselingonallR&Dproceduresandincreasedistributionopportunities.In2016,TheTaleofLostCity,amassivemultiplayeronlinerole-playinggameformobiledevicesdevelopedwiththehelpof360Games,rankedamongthetoptenbestsellersontheChinesemainlandandtoppedbestsellinglistsinTaiwan,evidencingtheeffectivenessofthe“PinpointPlan.”

Theofficeof360Games.XuYiranintroducednewbusinessdevelopmentideassuchastheHeavenlyPlanandthePinpointPlanwhenhetookovertheteamattheendof2015.byGuoShasha

July28,2016:ChinaJoy,shortforChinaDigitalEntertainmentExpo&Conference,kicksoffinShanghai.Alongwithonlinegames,appsformobiledevicesalsoattractconsiderableattention.ICBrightFuture

InJuly2016,Newzoo,amarketresearchcompanyfromtheNetherlands,publishedareportanalyzingtrendsandregionalnumbersofthegamingindustry.Understandably,ChinaisalreadythemostvaluableofanygamingmarketatUS$24.4billion.

TheChinesegovernment’stremendoussupportinrecentyearshasacceleratedthesustainabledevelopmentofthegamingindustry,enhancingXuYiran’sconfidenceinthelong-termprospectsofthemarket.“Chinawillbecomeamorematuremarketforgames,”hepredicts.

“Alongwithgreatsupportfromthegovernment,someotherfactorsmakemebullishonthemarket,”Xucontinues.“First,Chinahasexperiencedchangesinitssocialenvironment,whichisnowfarmorediverse.WhenIwasyoung,gamersanddeveloperswereconsidereduseless.Today,however,youngpeopleenjoymoretolerancefromtheworldandoldergenerations.Still,thegamingindustrywillnotadvancewithoutsupportfromseveraldifferentgenerations.Becausetoday’syoungpractitionersgrewupinaneraofquickdevelopment,theyhavegreatersupportandguidancefromsociety,theindustry,andeventheirfamilies.”

Healsoexpressedconcernssuchasdifferentproducerscopyingeachother.“Mobilegameshavebecomesopopulartodaythateverycompanyisprobablyworkingontheirown.”

ChinahasyettobuildagametobecomeaspopulargloballyastitlessuchasCivilizationandFinalFantasy,despitemanystunningoriginalworks.“Thegamingindustryneedsqualityteamstoconcentrateoneachspecificrealm,includingmarketing,”Xuconcludes.“Youngpractitionersneedmoreopportunitiestobecometougher,gainexperience,expandtheirhorizons,andbroadentheirvision.”
   

热门书籍

热门文章