China's small game factory suffers from "super IP dependence"
Zhang Shule is a columnist for People's Daily Online and People's Post and TelegraphLying flat and lying down to win mentality,will suffer from super IP dependence.
The focus of a company can see the hidden diseases of the entire industry.
Especially the small factories in the middle and waist.
Caesar Culture, which has lost more than 1.6 billion yuan in two years, was filed by the CSRC on suspicion of illegal information disclosure on the second day after the annual report was announced.
Before Century Huatong was administratively punished, Tom Cat received a warning letter, and the A-share game company Caesar Culture also recently announced that it received a notice of filing from the China Securities Regulatory Commission, and the company was filed on suspicion of illegal information disclosure.
What happened to Caesar culture?
According to its annual report, Caesars Culture attaches great importance to the development trend of emerging game forms and actively expands emerging fields such as mini program games.
The company is laying out a reserve of mini program game products covering various popular types of mini program game products such as tower defense, placement, and SLG, and plans to launch operations in 2024. Compared with mainstream terminal games and mobile games, Mini Program games have a short development cycle, low customer acquisition costs, convenient operation, and small memory occupation, which is conducive to the company to broaden the product form matrix, achieve differentiated development, and further refine and expand the main game business.
In addition, under the premise of "reducing costs and increasing efficiency", Caesar culture has rejuvenated the vitality of old games.
For example, for old games such as "Warriors of the Three Kingdoms" that have been online for a long time and have been affected by the natural life cycle, while the game content remains unchanged, fully consider the current marketing environment, adopt a multi-platform route, and adapt the game to more emerging game operation platforms, such as WeChat Mini Games and Huawei Quick Games, so as to open up the link from R&D to launch of Mini Games, and provide data accumulation and practical experience support for later products.
However, judging from the financial report disclosure of Caesar Culture, it has many IPs and even many famous Japanese IPs.
For example, "One Piece", "Youyou Baishu", "Town Soul Street", "Covering the Sky" and so on.
But under such a super IP, the company still does not have a particularly Ivy League game.
At the same time, Caesar culture also has another problem, namely:
Caesar Culture will launch new games in 2024, such as "Soul Street: Dawn" (a genuine authorized 3D real-time strategy card battle game developed based on the classic IP "Soul Street"), "Saint Seiya: Rebirth 2" (a 3D real-time battle card mobile game authorized by Toei Animation).
These games are all card play.
Why did you choose a card game to attack?
In this regard, "China Times" reporter Yu Yujin and Shule had an exchange, and this monkey thought:
Lack of aggressiveness, Caesars culture suffers from super IP dependence.
This is also a common problem of many domestic companies.
Relying too much on foreign IP to promote games, lacking the enterprising spirit in game research and development, and constantly changing the skin of existing gameplay with IP, ultimately causing players' aesthetic fatigue, is a flaw for game companies where such IP is headed.
In the era of high-quality games, the way of relying on IP to arouse fans' feelings has become more and more developed in gameplay and technological innovation.
The reason why card games are chosen and have become a common choice of many domestic game companies are:
The card model is relatively mature in terms of profit model, low difficulty in research and development, and it is easy to achieve the so-called "innovation through the old" through a set of templates and various IPs.
However, cards, as the mainstream type of mobile games in the early days, have gradually become non-mainstream at present, and choosing to focus on them may be a manifestation of lagging behind in R&D capabilities.
Super IP dependence is lazy cancer!
Many domestic game companies have such a problem, and they have to be cured.
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