For 5 consecutive years, the overseas income has exceeded 100 billion! Wukong's success or failure, the revelation is not dark
Goku opened a way,
It also illuminates more hundreds of billions of opportunities!
Lose a prize, that's it!
But the revelation behind it is even more important!
Domestic games, what is still far from global domination?
The TGA awards ceremony, which is regarded as the "Oscar of the game industry", was held in Los Angeles, USA, and the high-profile first domestic triple-A game masterpiece "Black Myth: Wukong" failed to win the award for the best game of the year.
Of course, Black Myth: Wukong, regarded as the "first college student in the village" of Chinese games, did not return empty-handed, and has won the TGA's Action Game of the Year award, as well as the "Voice of the Gamer" award, which is voted for entirely by players.
This is also the first time that a Chinese stand-alone game has won the TGA award.
On the same day, at the 2024 China Game Industry Annual Conference held in Beijing, data disclosed by the Game Working Committee of the China Audio and Digital Association showed that in 2024, the actual sales revenue of China's self-developed games in overseas markets will be 18.557 billion US dollars (about 134.6 billion yuan), a year-on-year increase of 13.39%, and its scale has exceeded 100 billion yuan for five consecutive years and reached a new high.
At the same time, Tang Jiajun, deputy secretary-general of the China Audio-video and Digital Publishing Association and secretary-general of the Game Working Committee, said that the global success of "Black Myth: Wukong" has opened up a feasible path for China's development of triple-A games.
The 2024 Top 10 Games Annual List was also released at the meeting, and Game Science won three major awards, including the Outstanding Game R&D Team of the Year, and "Black Myth: Wukong" won the Outstanding Client Game of the Year and the Outstanding Traditional Chinese Culture Game.
On the industry side, "Black Myth: Wukong" also triggered a chain reaction.
Tang Jiajun pointed out that although only 4.9% of the surveyed companies have deployed console games, 39.3% of them have plans to deploy console games, and 17.2% of them are already preparing.
01 How strong are Chinese game manufacturers overseas?
According to media reports, taking the global mobile game publisher revenue list in October 2024 as an example, a total of 34 Chinese manufacturers were listed in the top 100; Of the world's 100 most profitable mobile games in November, 61 were from Chinese manufacturers, and China has become a strong contender in the global gaming market.
"Black Myth: Wukong" is one of the best.
As of November 19, the latest data from VG Insights, a foreign data analysis company, shows that the sales of "Black Myth: Wukong" on the Steam platform have increased to 22.1 million copies, and the total revenue of the game has exceeded 1.1 billion US dollars (about 8 billion yuan).
In addition, the physical version of PS5 has been released in North America, Europe, Australia and other places on December 12, and will enter South Korea, Southeast Asia and other markets next year, and game sales are expected to continue to rise.
The chain effect is still fermenting, for example, "Black Myth: Wukong" is filmed in Shanxi because of a large number of scenes, which also boosts the popularity of Shanxi's cultural tourism, which also further promotes the cross-border integration of games and cultural tourism.
According to Douyin life service data, "Black Myth: Wukong" was launched for a week (August 20-August 26), and a number of filming locations for group tickets were launched on Douyin, with sales increasing by 181% year-on-year, and the number of paid orders increasing by 33% month-on-month and 176% year-on-year.
Among them, the sales of Xiaoxi Tianjing Area increased by more than 20 times month-on-month, and the number of paid orders increased by more than 17 times month-on-month.
What is the domestic game missing from the TGA's best domestic game of the year?
With the success of "Black Myth: Wukong" at home and abroad, will it promote Chinese games and Chinese culture to go overseas in the future?
How will the game and local cultural tourism carry out in-depth cooperation so that both parties can achieve a win-win situation?
Are there any new trends and changes in Chinese games going overseas today?
In this regard, the surging news reporter Fan Jialai, the China Times reporter Yu Yujin, and the Guangzhou Daily reporter Xia Ming successively had an exchange with Shule.
The best of the year is not only based on indicators such as game sales and player popularity, but also depends on innovative thinking in gameplay experience.
This innovation needs to be groundbreaking and inspiring for the industry.
02 Wukong, less innovation?
"Black Myth: Wukong" does represent the domestic production level to enter the international top stream, but in terms of the action and experience of soul games, it is indeed not obvious that it is innovative.
As the first Chinese triple-A masterpiece, it adopts an international mainstream experience in terms of gameplay, rather than blindly innovating, which is a steady way of playing.
But as Wukong opens the way, there will be more domestic 3A masterpieces in the future.
In the future, if you want to hit the best of the year, in addition to being amazing in cultural integration, you must also make technological innovation in gameplay, rather than simply imitating the genre experience of mainstream Western games to follow the trend.
At the same time, it is important to note that:
The biggest problem for Chinese games to go overseas is the difficulty of breaking through carriers, mobile games are the main force to go overseas, but foreign manufacturers are already making efforts, and console games and PC games are the weaknesses of domestic games, and it is difficult to squeeze out the market.
In these fields, Chinese games lack technical accumulation, and it is difficult to break through in the short term, and the game engine technology mainly relies on foreign engines, and the risk of infrastructure cannot be ignored.
However, no matter what international awards are won, "Black Myth Wukong" is already a global victory of Chinese culture, and it has allowed global players to enjoy a feast of Chinese culture.
"Black Myth: Wukong" is differentiated in terms of subject matter and reaches the top of the world in terms of experience, just like "Crouching Tiger, Hidden Dragon" back then, allowing people to see a different Orient, mysterious and fascinating China.
With "Black Myth: Wukong" opening the way, it will strengthen the enthusiasm of game manufacturers to participate, and it will also trigger other categories such as mobile games and console games to follow up.
In the future, on the international stage, there will be more domestic games with Chinese cultural characteristics to lead the trend.
03 Dare to ask Chinese games, where is the road?
I have to say that the current development trend of Chinese games going overseas has three new trends:
First, the product goes to sea.
Focusing on mobile games, web games and mini games, it mainly targets the weak areas of the overseas game market, and continues to expand its overseas influence by filling gaps.
The second is to go overseas with capital.
For example, several major domestic game manufacturers have carried out strategic cooperation with overseas mainstream game manufacturers and high-quality game studios through mergers and acquisitions and investment in recent years, so as to accumulate strength for the quality of domestic games.
The third is to go overseas in categories.
Some domestic game companies have also made breakthroughs in advanced game technologies such as console games, VR games, and AR games, and applied artificial intelligence technology to game research and development, gradually becoming third-party content providers for overseas game console manufacturers and digital manufacturers such as Apple.
In this way, we can show China's power and spread Chinese culture on more existing and future game carriers and digital media technologies.
As for the integration of culture and tourism, it is foolish to think that it is necessary to step on the bumpy road:
As a form of entertainment in the virtual world, games themselves originate from the projection of reality, and it is a pursuit of the ninth art to present "poetry and distance" through games.
It's just that you can't simply reproduce the monuments into the game and become a background, but let the details of the ancient buildings become the plot of the game.
For example, let a seemingly inconspicuous small door in the monument become a "winding path" for clearing the game, and let the shape of a certain statue become an "experience pack" to guide players to unlock unexpected achievements.
In this way, cultural tourism can truly interact with the game, rather than a background map that you won't remember when you walk by.
With such integration, Chinese games will have a bright future in terms of cultural inheritance and dissemination, and they will naturally reach the top of the world.
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