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"Jeopardy Zero" is "boring" on the hot search, miHoYo encounters a "two-dimensional" mid-life crisis?

Entertainment unicorns 2024/07/22 23:20

Author | Akagi bottles

Edit| Stir-fried hawthorn in sugar

Following the music circle's #Ugly#, the mobile game industry also has its own exclusive new TAG: #无聊#.

On July 4th, after the two-dimensional combat mobile game "Jeopardy Zero" was launched, #无聊#登上热搜, the topic of the whole network revolved around the evaluation of "whether it is fun or not", and the evaluation content was mainly about where it was fun/not fun, which became a great spectacle in the mobile game industry. So much so that for many non-Mi game players, I don't know if "Jeopardy Zero" is fun or not, and the diverse audience groups of the second game can be regarded as another recognition.

Entertainment unicorn, "Jeopardy Zero" is "boring" on the hot search, miHoYo encounters a "two-dimensional" mid-life crisis?

The buff blessings such as miHoYo's new work and summer file have given the Internet enough to "Jeopardy Zero". Before the launch, the number of pre-orders for "Jeopardy Zero" exceeded 46 million worldwide, breaking the record of "Genshin Impact", and it also became the ceiling of the number of pre-pre-online reservations for the second game - the official pre-pre-order number of "Honkai: Star Dome Railway" exceeded 20 million, and the number of overseas pre-orders exceeded 10 million. After the official launch, the number of downloads exceeded 50 million in 72 hours; Bilibili, Youtube and other game bloggers evaluated; The main topic of Douyin has 6.6 billion views.

Diandian data shows that from July 4th to July 18th, 15 days after the game was launched, "Jeopardy Zero" successfully attracted more than 118 million yuan in iOS channels in China. If you look at it with the "Genshin Impact" and "Crashing Iron" filters, such results seem a bit futile: according to gamma data, "Honkai: Star Dome Railway" was the best performing new game of the month, and the turnover in the first month was estimated to exceed 1.2 billion yuan.

The fusion of American animation and traditional two-dimensional style, multiple popular characters, and unique community atmosphere have all brought positive force to this new game, but the "lack of stamina", "slack to boredom", and the confrontation between players in different camps have also made "Jeopardy Zero" become the head portrayal of the current two-dimensional game after half a month of open beta.

"Boring" "Ping A God of War",

"Jeopardy Zero" is overwhelmed?

The most willing to be compared with the phenomenal second game "Genshin Impact", the creator miHoYo will always bear the brunt.

On the one hand, this illustrates the fault line in the two-dimensional game market, led by "Mi Family", the performance of "Genshin Impact" and "Crashing Iron" is always compared with latecomers. On the other hand, it is difficult to cross the threshold of the second game, in addition to excellent production strength, it is equally important to be well versed in the circle culture and provide players with a communication and creative atmosphere. This is also why in recent years, Genshin Impact-like mobile game products have rarely been "able to play".

Entertainment unicorn, "Jeopardy Zero" is "boring" on the hot search, miHoYo encounters a "two-dimensional" mid-life crisis?

But after "Genshin Impact" and "Honkai: Star Dome Railway", miHoYo can obviously not give so much. On social media, there are many players who think that the game is not amazing enough, or even boring, and "play for a few hours and then don't want to play". Some players call it a "welfare scam": the official benefits are not 180 draws as soon as you download them, but are scattered in emails, level rewards and various check-in pages, 70 draws are Pu Chi, 80 draws are Bangbu coupons, and only 30 draws can be used to draw the limited shark maid Elaine · Joe.

In terms of gameplay, "Jeopardy Zero" incorporates the "grid" gameplay of meat pigeon elements, and it has also become a gathering place for its mixed reviews, with some players saying, "It's very novel at first, and it will be boring after a long time."

The entry threshold for fighting games is relatively high, and I can feel that "Jeopardy Zero" wants to use "0 threshold" to attract more players from different circles. Before the game was launched, producer Li Zhenyu shared his concept of action game production in a conversation with the producer of "Street Fighter 6": he compared the "entry" of action games from simple to difficult to "three lines", similar to the user's learning process.

In other words, before users can reach out to and understand the most attractive, fun, and in-depth parts, Jeopardy Zero needs to put in more effort to make players adapt and achieve a sense of accomplishment. For example, the most shallow "burst" in "Street Fighter", with only one button, can turn defense into offense, and in "Jeopardy Zero", "Flick Knife" is also a similar experience of turning defense into offense.

In the early stage, users may be interested in elements such as Liufen Street, the main city, exploration and play, art and music, and at the same time, they may feel a sense of accomplishment due to the strong feedback performance of the battle. The series of combos triggered in "Jeopardy Zero", and the gorgeous attack skill feedback in slow motion may make players feel that they have "done a great thing".

Originally, the expectation of the game would be that "players start to match characters, form battle teams, and encounter more difficult levels and more difficult enemies." In fact, many players feel "bored" about the operation that can be cleared by flat A, and the combat experience is not highly playable, which has become one of the more resonant reviews of players, and the Internet has also produced hot stalks such as "AAA God of War".

Li Zhenyu said that the team has been studying over and over again, why do players feel that they can't play anymore when they reach a certain stage of playing? The team will specifically analyze and design curves, and will deliberately separate the experience in the early, middle, and late stages.

It is understandable that "Jeopardy Zero" wants to become a simple combat product in the two-dimensional game, but in the end it seems to have ushered in an "overwhelmed" start.

Players want to "cut the second game",

miHoYo wants to do a second tour of the "whole family bucket"?

After "Genshin Impact" became a phenomenal product, game manufacturers rushed to compete for the two-dimensional game track, essentially competing for young users.

However, with the introduction of new content in the ACG industry and the continuous attraction of cross-circle supporters, ACG games have also become a double-edged sword. The scale of domestic two-dimensional games continues to expand, and the "fan circle" culture and circle culture derived from it have also continued to stir the two-dimensional game community, and miHoYo is the first to bear the brunt.

On the one hand, strong dependence has formed a group of fans of their own game products and even companies, such as one of the names of the supporters of miHoYo games is "Mi Guard", which has gradually transitioned from fanatical fans to the self-praise of ordinary players.

On the other hand, such a strong correlation and high emotional dependence may not only trigger some ACG gamers to start an Internet scolding war, but also may lead to a "collapsed" incident with violent consequences. For example, the "Bunny Girl Incident" on the overseas server of the "Honkai" series has triggered a social case of players' offline excesses.

To a certain extent, it is not an exaggeration to use the "black and red" trait to describe miHoYo. This is naturally related to the plot and character creation that miHoYo has always been good at. "The characters in miHoYo's games sometimes make players feel disliked when they see the actual machine, but they feel like it after watching the PV," said one player. This has also helped it derive a fanatical atmosphere like a "fan circle".

Entertainment unicorn, "Jeopardy Zero" is "boring" on the hot search, miHoYo encounters a "two-dimensional" mid-life crisis?

As a result, there was a small-scale player "Cutting Second Game" incident in the miHoYo community in June this year. To put it simply, in view of the continuous wars and anti-series incidents, Miyou is no longer a united front with the second game, and Miyou ≠ the second game, and players call for cutting the two-dimensional game circle to purify the game community environment.


Entertainment unicorn, "Jeopardy Zero" is "boring" on the hot search, miHoYo encounters a "two-dimensional" mid-life crisis?

Interestingly, not only non-Miyou players, but also Miyou internal players who "love the deep responsibility" and "run away". For example, in the comment section of "Honkai Impact 3", the only product on Steam on Steam so far, more than 11,000 reviews are "mostly negative". The top popular comment "Three players in four years, forgot to come to Steam to give a bad review", received 367 likes.

As the game continues to expand, miHoYo itself has not stopped because of all kinds of negative feedback. On June 15, miHoYo's "Honkai Impact 3", "Genshin Impact" and "Honkai: Star Dome Railway" also issued an announcement stating that the corresponding game PC launcher will be updated to miHoYo Launcher, and the maintenance and support of the old PC launcher will be stopped. On June 17, the "miHoYo Launcher" was officially launched. At present, the miHoYo launcher has integrated "Honkai Impact 3", "Genshin Impact", "Honkai: Star Dome Railway" and "Jeopardy Zero", which is very similar to the familiar Battle.net.

Blizzard's Battle.net derived from the original stand-alone PVP platform has carried its Activision Blizzard "family buckets" such as "World of Warcraft", "Heroes of the Storm", "Call of Duty", and "Hearthstone". In addition, miHoYo has also launched a community product, MiYo Club, which includes the official wiki of its games, as well as community channels such as Doujin and COS. Integrating its own popular games into its own launcher, miHoYo's ambition to be a two-dimensional game "family bucket" is obvious.

The entertainment market is slightly sluggish this summer, and the "2024 Summer Game Trend Report" released by Weibo and Crowley estimates the summer of 2024 as "the most epic game battlefield". "Singing Tide", "Jeopardy Zero" and "Black Myth: Wukong" have become representatives of the long-term operation that has been integrated into the manufacturer's years of hard work.


Now it seems that the summer has high hopes for "Jeopardy Zero", and the overseas results of Kulo Games' "Singing Tide" are good. According to Sensor Tower data, as of July 12, the cumulative global revenue of "Rising Tide" exceeded 85 million US dollars. Thanks to the significant growth in revenue in popular markets such as Korea, Japan and United States, it became the world's highest revenue growth in June, winning the revenue championship of Korea's two-dimensional mobile game in this issue. "Singing Tide" is also regarded as a new dark horse in the two-dimensional game industry, and it is easy to find "Singing Tide" players in the review area of miHoYo-related games.

Entertainment unicorn, "Jeopardy Zero" is "boring" on the hot search, miHoYo encounters a "two-dimensional" mid-life crisis?

The summer file belonging to the second game is still continuing, and while feeling the vitality of the young two-dimensional players, I also have to think about how to impress the curiosity of players and boost the enthusiasm of the market after the second game enters the stock era.

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