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With an overseas turnover of 400 million yuan, holding the edition number, can the second tour of "Don't Learn Miying Library" be completed in China?

Game Grape 2024/08/13 22:24

Text/Yiguang Flow

It is really not difficult to pick a new product to experience different in the mainstream second tour.

In the bloody battle of the second domestic tour in the summer of this year, some fell from the altar, and some rose again, so it was not lively. Now, it can be seen that everyone is actually riveting their efforts to compete for the position of "main game", and they have come up with cooler pictures, more immersive operations, and deeper binding relationships......

But when most products go in one direction, the experience I can get as a player becomes homogeneous. Perhaps out of rebellion, I couldn't help but start looking for games with a more exciting experience, which is why I noticed "Slow Life in a Different World" that I got the version number not long ago.


01





Anti-trendy play



It can be seen from the name of the game "Slow Life in Another World" that it does not take the route of the mainstream second game of domestic manufacturers such as miHoYo, Eagle Corner, and Kulo. In this game, there is no resistance to oppression, no fighting, no saving the world, only a relaxing daily story, the goal of running the Beast Niang Village, and the interaction with characters from another world.

Game grapes, 400 million overseas flows, holding the version number, can the second game of "Don't Learn Mi Ying Library" be completed in China?

This positioning looks Japanese, but in fact, the game first entered the North American market.

In the list of domestic mobile games overseas growth released by Sensor Tower in September last year, "Slow Life in Another World" ranked 13th, and a third-party data platform also estimated that its turnover reached about 35 million in September, and it will also be at the level of 50 million in the following months. As of April this year, the total turnover of this game is about 400 million, of which 60% comes from the North American market.


The reason why games can break into the North American market is accumulation. The predecessor of "Slow Life in Another World", "isekai: Demon Waifu", tested the waters of the North American market earlier, and it was not until the end of September 22 that the official push stopped, just in time to connect with the new work. The development experience and operation experience accumulated from the previous work are the cornerstones of the new work.

Game grapes, 400 million overseas flows, holding the version number, can the second game of "Don't Learn Mi Ying Library" be completed in China?

And the highlight of "Slow Life in Another World" is still in the Japan market. In late May this year, the game was launched in the Japan market, and since then it has quickly won the 11th place on the App Store's best-selling list, and after the online popularity faded, the game remained stable in the range of 50~60 on the best-selling list, and there was no significant fluctuation trend.

Game grapes, 400 million overseas flows, holding the version number, can the second game of "Don't Learn Mi Ying Library" be completed in China?

Overall, the total overseas turnover of "Slow Life in Another World" has reached 400 million before April this year, so counting the increase brought by the Japan market after May, its overall turnover scale will be even more impressive.

To achieve this point in the Japan market, I think "Slow Life in Another World" has found the right gap in the needs of Japan users.

It's very interesting to say, from the perspective of anime to evaluate "Slow Life in Another World", it can be said that its routines are very common, but to find a product that uses this routine in the game field, it will be difficult to find a suitable target. So to put it simply, the popular themes of Japan anime have a demand gap in the game market, and "Slow Life in Another World" just caught it.

Game grapes, 400 million overseas flows, holding the version number, can the second game of "Don't Learn Mi Ying Library" be completed in China?

The theme of different worlds and time travel is everywhere in the Japanese comics and the light of the day, and in the past ten years, it has slowly been labeled as toilet paper, garbage, and dogs shaking their heads from rave reviews.

At the beginning, the theme of crossing another world was eye-catching, and the reborn setting also gave people infinite reverie, but with the in-depth development of this kind of theme, the elements that could be taken out as gimmicks gradually became fewer, so many fast-paced light novels slowly replaced the depth and breadth of the other world itself with more exaggerated labels, just to attract attention and quickly gain attention.


For example, the early crossing was to save the world and save the beautiful girl, the middle crossing was to pretend to be invincible, and then the later crossing became a slime and a spider, of course, there was no shortage of meticulous portrayals and profound depictions in the past, but more templates and bad works gradually lowered everyone's expectations for crossing in another world.

In this process, there is a category of works that do the opposite, still traveling through another world, but depicting not fighting and killing intrigues, but living a more relaxed and comfortable life. And it just so happens that "slow pace" and "slow life" are also in line with the demands of people in real life who can't meet their demands in the face of high pressure, so the works of traveling through another world + slow pace + daily life have also become a landscape.

Game grapes, 400 million overseas flows, holding the version number, can the second game of "Don't Learn Mi Ying Library" be completed in China?

As mentioned above, in the field of Japanese light and Japanese comics, there are many works that travel through different worlds + slow pace, such as "Leisure Farmhouse in Another World", but there are not many products to try in the game field, and this juncture "Slow Life in Another World" just plays a connecting role.

It can be seen that the different world and slow pace are also the experiences that the game focuses on.

Compared with domestic idle beautiful girl RPGs such as "Placement Girl" and "Girl Battle" of the same type, the plot of "Slow Life in Another World" is heavier, the rhythm is slower, and the pressure of krypton is softer.

Among them, the plot is the main point touted by many Japanese players, and the game plot has strong traces of Japanese animation works, as well as related classic stalks. For example, the reincarnation options "Slime", "Bones", and "Spider" at the beginning correspond to three popular crossover works, and they also quickly help players form the impression of "crossing".

Game grapes, 400 million overseas flows, holding the version number, can the second game of "Don't Learn Mi Ying Library" be completed in China?

In addition, the plot expression in the game is also a classic Japanese-style AVG mode.,By extension,Character interaction、Favor development, etc. are also Japanese-style AVGs.,I won't talk about the specifics.。 In short, Japanese players are very comfortable with this set, or there is basically no threshold to play.

Game grapes, 400 million overseas flows, holding the version number, can the second game of "Don't Learn Mi Ying Library" be completed in China?

At the same time, the various characters in the game also amplify the appeal of the other world. In "Slow Life in Another World", players can meet all kinds of beast girls and become friends or family members with them.

Game grapes, 400 million overseas flows, holding the version number, can the second game of "Don't Learn Mi Ying Library" be completed in China?

And the "concentration" of the beast girl in the game is very high.,The accuracy of the vertical painting has also been rolled up to a certain level by the domestic second game.,So it's easy to find a character you like in it.。

Game grapes, 400 million overseas flows, holding the version number, can the second game of "Don't Learn Mi Ying Library" be completed in China?

The gameplay of the game is also in line with the slow-paced "simulation management + placement" fusion gameplay, the operation and construction of the village is the main gameplay, and new buildings are unlocked as the village develops, and the scale of the village is increased little by little; The adventure gameplay is also set to solve some thieves and profiteers, and it can be solved by competing for comprehensive combat power.

Game grapes, 400 million overseas flows, holding the version number, can the second game of "Don't Learn Mi Ying Library" be completed in China?

It can be said that the tone of "Slow Life in Another World" is to stick to cute girls in another world, and slowly develop the village at your own pace. Obviously, the positioning of this game is more of a side game, without the strong interaction, strong competition, strong comparison, and strong social characteristics of the mainstream second game, and it is more to make players eye-catching and decompress.

Game grapes, 400 million overseas flows, holding the version number, can the second game of "Don't Learn Mi Ying Library" be completed in China?

02

Is there a future in the country?

It is true that in the Japan market, "Slow Life in Another World" hits the pain points of users. The anti-trend trend of time-traveling anime has not yet blown into the game circle, and it was cut off by "Slow Life in Another World".

Although "I Upgrade Alone", which is open and closed next door, is more popular and ranks higher on the best-selling list, the cost of R&D investment is also rising; In contrast, "Slow Life in Another World", which has no IP support at all and maintains a 2D level, can not only win a high ranking, but also maintain a high lower limit, at least in the short term, the two are already at a competitive level.



From a more macro perspective, labels such as "slow-paced" and "new life" also put more pressure on the pursuit or subconscious needs of most people in society. In terms of long-term operation, most of the manga products take the route of consuming the value of existing fans, and "Slow Life in Another World" may be able to tap more potential users.

At this point, I have to say that an anti-trend and novel theme, if it is used well, it will definitely be a sharp weapon. It's just that back to the track of the second dimension, "Slow Life in Another World" has returned to the domestic market all the way from North America, can the things it relies on still take effect?

Game grapes, 400 million overseas flows, holding the version number, can the second game of "Don't Learn Mi Ying Library" be completed in China?

From the perspective of the development trend of domestic secondary tourism, the possibility of the opposite of things exists. The fierce competition in the mainstream secondary games in the market has driven the industry resources to tilt towards them, and many projects have involuntarily imitated the head products, and naturally, there will be a gap in the opposite direction. After all, everyone wants to be the main game of the player, not the side game, and the position of the side game is empty.

In terms of track segmentation, "Slow Life in Another World" belongs to a more subdivided category even in the category of the second game, such as the proportion of beast ears and monster girls is particularly high, which will naturally make some fans like it more, and players who don't like this kind of theme and character design will also stay away from it. Obviously, this game is not a big pot of rice for all ages and all sexuality and all XP, but a small business that focuses on subdividing the theme.

Finally, from the perspective of long-term management, the gameplay of simulated management + placement RPG originally had a long business space, coupled with a variety of exquisite characters, the business time span is very considerable without accidents, such as "Placement Girl" is still alive and well after 7 years of launch. So as long as you sit firmly in the position of the side game, the long-term income may be more valuable than the short-term results.

In addition to these, there is actually a lot of room for operation in the market, such as the weakness of the 2D second game, the combination of buying volume and the pan-second game market, the expansion of the mini game version, etc., there is no baggage of the big game, and the style of play can be very changeable. Overall, "Slow Life in Another World" is difficult to become an instant hit in China, but it is also more suitable for the way of playing that slowly expands the circle.

The domestic second-tour market cannot be fully supported by Dazuo, and some waist products are needed to fill it after all, but now the homogenization has been blowing for too long, and there are too few variables. Maybe anti-trend games like "Slow Life in Another World" can bring some changes to the domestic second game.

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