The mushroom brave goes to sea, and the legend is difficult to become a legend
The place left for the mushroom warrior to move is too small,
Although it is a blue ocean, it is easy to dry!
The mushroom warrior may be just a flash in the pan.
But the lonely brave will always fight out a mountain of gold.
In relatively mature game markets, such as Europe, America, Japan and South Korea, it is not easy to get a piece of the pie.
In the first half of this year, a small game called "Legend of the Mushroom Brave" earned $370 million in overseas markets.
What is this concept?
According to the interim financial report released by A-share game companies, the company's total revenue in the first half of the company exceeded 370 million US dollars (equivalent to about 2.6 billion yuan), and only four were Century Huatong, Sanqi Mutual Entertainment, Shenzhou Taiyue, and Perfect World.
Behind this small game, it directly refers to an old game company - 4399, the former "big brother of page games", after ups and downs, and finally "salted fish turned over".
At the end of 2023, under the tuyere of "Unboxing Like", 4399 launched "The Legend of the Mushroom Brave".
In November of the same year, as soon as it was launched overseas, it exploded the market, dominating the two major markets of South Korea and Japan, and at the same time performed well in Germany, France, and Taiwan, China.
At that time, Sanqi Mutual Entertainment also went down to occupy the "Open the Box Like" track, such as "Seeking the Way", "Soul Prologue" and "The Nameless", all of which were unboxed and placed on the hook + cultivated.
However, among the mobile games, "The Legend of the Mushroom Brave" can lead off a cliff with a revenue of $370 million, which is also rare.
In terms of localization strategy, such as in Korea, the game is packaged as a post-apocalyptic theme.
In Japan, users are attracted through the elements of the two-dimensional heroine.
It is equivalent to adding the gameplay of cultivating a beautiful girl on the basis of the original gameplay, which is the reason why it can also be localized at the R&D level.
Looking at the shift from medium to heavy in the past to medium and light (such as mini games)?
As the game goes overseas and enters the second half, what new trends and new phenomena are worth paying attention to?
In this regard, Nandu reporter Wang Yanling and Shule had an exchange, and this monkey thought:
The current success, like mobile games, lies in the chain of foreign game contempt, and mini games are even more despised to the point that they are blank.
As a result, domestic mini-games filled this gap.
But this blank space is very small, and the place left for the mushroom warrior to move is too small, although it is a blue ocean, it is easy to dry.
In addition, even mini-games also need to improve quality, experience and fun, rather than simply translating the previous generation of mobile games into mini-games.
In the past, 4399 followed the previous generation of terminal game dimensionality reduction browser games, which was quite flat.
This time to enter the overseas, if you still follow the old road, it is difficult to change the status quo of unexpected explosions.
At the same time, the way to monetize Mini Games is extremely limited, and the life cycle is also short.
At present, there are three main directions for the game to go overseas, Europe, America, Japan, South Korea and Southeast Asia, and these three markets must be targeted and developed.
In the European and American markets, the dividends of domestic games cutting into the blind spots of their layout through mobile games have dissipated.
At present, how to use traditional culture as a moat, further expand the market, and catch up with international manufacturers in technology, and lay out game carriers other than mobile games will be the biggest challenge.
In Japan and South Korea, it may be necessary to break the game in the two-dimensional category, which is more preferred by the other party, like "Genshin Impact".
However, in the field of ACG, the IP incubation and derivation of domestic games are generally still being explored, and it is difficult to go deeper.
Southeast Asia is the main direction of the game going overseas that began 20 years ago, and the cultural proximity and technological generation gap make it easy for it to accept domestic games.
However, the long-term skinning and krypton-colored domestic games have also brought considerable "fatigue", and innovative experience, low krypton and low liver may be the key to continued expansion.
At the same time, there is still a generation gap between domestic games and overseas manufacturers in terms of technology as a whole, and the achievements of individual hits cannot be regarded as the average strength of the overall game industry.
With the dissipation of mobile game dividends, in the competition of heavy games, domestic games have not worked well overseas, and they have turned to mini games and browser games, which also wants to continue the route of mobile games and seize the opportunity in areas where overseas development is weak.
In addition, the way in which major domestic game companies acquire game companies overseas is also accumulating strength.
For example, in the global game problem of multi-screen data dredging, in addition to "Genshin Impact" opening up the imagination space, domestic games are also trying to achieve interoperability of various types of games, rather than foreign manufacturers only opening up shooting games.
Once active, the user ceiling will be broken as the platform interval dissipates.
It's just that a small game like Mushroom Brave may be popular for a while, but to really become popular, it still depends on lonely brave people with strong skills and strong experience, such as "Black Myth: Wukong" to fight.
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