Chinese Games 2024, the ultimate interpretation of the 3 big rich words
The revenue of AI games, games going overseas, and mini games has skyrocketed.
Here comes the secret behind getting rich!
In 2024, the first domestic triple-A game "Black Myth: Wukong" will be released, which has received widespread attention inside and outside the game industry.
At the same time, the integration of AI and games, the boom of domestic games going overseas, the rapid growth of mini program games, and the trend of multi-terminal game distribution are also becoming more and more obvious.
Looking back at the end of the year, what events and changes in the domestic game industry are worth paying attention to?
AI games, games going overseas, and the surge in revenue from mini games have become the three key points.
Looking at the essence through the phenomenon, how to see the wind direction in 2025 from the hot spots in 2024?
In this regard, Wang Yu, a reporter from Dahe Finance Cube, and Shule had an exchange around 3 key words and 5 topics, which can be described as the ultimate inventory of the game industry in 2024:
Question 1: How can AI technology help with game development and experience?
Games are more diverse than other mediums, that is, as the most complex form in the entertainment and media industry, the components of games include all forms of content in the field of entertainment media, and are a complex of text, images, sound effects, music, 3D models, animations, movies, codes and other types of resources.
This is precisely the testing ground that AIGC can fully cover.
In other words, AI has a place for AI in the entire chain of the game industry, not simply to reduce costs and increase efficiency, but to free up the hands of game developers and operators and give them more time to stimulate creativity.
Question 2: How do you view the current trend of the integration of AI and games, and how will AI games develop in the future?
In addition to the technical background, the game is more of a creative and ascending world. Therefore, AI is not a hot spot for the game industry, but a technological revolution.
For now, there are two aspects of game scenarios that can be well integrated with AI:
One is the R&D level of voice and original picture generation, game testing, which has been applied to a certain extent.
The second is that AI NPCs have appeared in the game experience, and at the same time, UGC games can assist users in generating original game content.
As for text, code, music, and video, which require a higher level of creativity and more complexity, they are still just toys.
It is difficult for AI to "graduate" from deep learning for a while, and it will take time to temper.
Due to the initial use, the R&D and maintenance costs of AIGC have not been diluted on a long timeline, and the application is not deep enough, so the cost reduction and efficiency increase will not be obvious in the financial report in the short term.
Question 3: How do you view the current development trend of domestic games going overseas? What are the main challenges faced by Chinese game companies in the process of going global?
At present, when games go overseas, they rely on mobile games, a vertical field with weak foreign development, to successfully cut into the overseas market where little is known about Chinese style in the past.
Through a variety of innovative cultural integration methods, overseas gamers who are accustomed to Western magic and science fiction styles can gradually understand and recognize the charm of Chinese style.
In this process, domestic game manufacturers have also experienced labor pains, such as simply copying magic and science fiction, and putting on a martial arts style, but the game has become four different, which is not welcomed in China and ignored abroad.
However, if the game is completely based on the Western model, it is often difficult to form competitiveness and differentiation.
It is precisely after a series of failures that around 2020, domestic game manufacturers have established the hole card of the game going overseas, that is, to make the core of Chinese culture the core competitiveness.
Europe and the United States are adapting to the mobile game style of Chinese game manufacturers, and the advanced digital media technology and gaming experience they have accumulated in the past are rapidly integrating into their mobile games.
This makes it more difficult for our domestic games to spread Chinese culture, and the possibility of European and American games reversely transmitting their own culture to Chinese players is also increasing.
In response to this trend, a new round of overseas attacks of domestic games needs to be driven by culture and fully enter areas that were not good in the past, such as heavy games or indie games.
Question 4: What changes may there be in the direction and strategy of Chinese game companies going overseas in the future?
In response to the new situation in overseas markets, 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.
Question 5: How do you view the trend of increasing market size of Mini Program games? What are the opportunities for the development of Mini Games in the future?
Mini games are essentially products that have been ported in parallel from mobile games (with clients) 5 years ago under technological upgrades, and have also formed a migration of users who are sticky to such games.
At the same time, the convenience of access, simple operation and social communication attributes of mini games have made some low-frequency gamers become high-frequency mini game players, and some non-gamers have also joined the game entertainment, which has made it have incremental market attributes.
In 2025, mini games will be further developed, and combined with the live-action attributes of short dramas, the casual attributes of party games, and the base of more once moderate games, the content and experience will be further enriched, so as to meet the fragmented and diversified game entertainment needs of gamers.
Because of the small size of mini games, they especially need to make further breakthroughs in innovation, not just transplant mobile games.
In addition, game manufacturers also need to have strong development capabilities in order to iterate quickly.
In the metaphysics of the popular mini games, we will widely cultivate and harvest small games, and explore the use of mini games as the carrier to reduce the dimensionality of more moderate and heavy games to mini games through the cloud gaming experience.
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