The queen is mighty, and Yiyou has declared war!
Jump out of the overlord flavor,
Let the heroine conquer the world!
On the 30th, the official blog of Lian and the producer posted at zero o'clock: Jumping beam clown, don't be afraid. I accompanied my legal colleagues to continue the fight, and the producers went to bed first. Manually help everyone cross a brazier.
There were also love and deep space, painted travelers in time and space, a thought of eternity, love of light and night, and Tencent also postponed a hip-hop program, and the B game circle is really united.
The game "Love and Deep Space" issued a statement asking a rapper to delete the infringing content and apologize, which sparked a lot of discussion.
Why is Yiyou so united?
Because, these domestic love games with women as the audience are no longer in love.
This year is a big year for women to turn to products.
In other words, from the heroine to the queen.
Since the beginning of January, two women have landed in the new product, and the field has kicked off the prelude to the "business war".
But it's still in August.
On August 8th, two days before the Qixi Festival, the immersive story card mobile game "Like a Kite", which has been highly popular on social media, finally officially announced that it was open for reservation.
"Like a Kite" opened for reservation 8 hours, and the number of reservations exceeded 3.4 million, which aroused heated discussions in the industry.
As of August 14, the number of pre-orders for "Like a Kite" has exceeded 4 million.
The reason why "Like a Kite" has received an enthusiastic response from players is due to the performance of the international server version of "Codename Kite" since March 2023.
According to the statistics of Diandian data, as of December last year, the double-end turnover of "Codename Kite" easily exceeded 10 million yuan in the first month, and the total turnover reached 73 million yuan by the end of December.
"Codename Kite", it is not an exaggeration to call it a "hot door".
Game-related slices have frequently become hot spots in major communities, and the circle-breaking effect is obvious.
The game's second-creation atmosphere is even more diverse, in addition to novels, comics, fandom and other conventional forms of expression.
Even the meme culture is in its own right, and it is a fashion item for players to communicate.
I have to say that in 2024, there will be many women who will launch games online, such as Papergames' "Love and Deep Space" and NetEase's "Beyond the World".
What do you think of the game Codename Kite?
Compared with other otome games, where is the difference of Codename Kite?
What do you think of the current female-oriented gaming market?
Where are women heading towards gaming?
In this regard, Li Yutong, a reporter from the Daily Economic News, had an exchange with Shule, and the monkey thought:
To break the "love brain", it is necessary to go from the flavor of the boss to the heroine to conquer the world.
The earlier otome game was more focused on the domineering president style, which was basically a love mode.
In addition to being in love, "Codename Kite" also has a bit of a strategy game flavor of the country and the world, which is equivalent to mixing some male game content.
This forms a kind of crossover, so that otome games are no longer "love brains" and have a more differentiated sense of experience.
However, it is difficult to judge whether this crossover will be effective for female players.
After all, the core of the game is still a card game, and from a creative point of view, there is no more breakthrough, just a female orientation.
I have to say that the otome games that will be launched in 2024 are all breaking the "love brain".
This year's female-oriented games no longer only provide a simple experience such as a paper boyfriend, but also begin to explore new cross-border content such as space, campus weird talks, and world domination, forming a new experience angle.
In a sense, due to the lack of exclusive otome games in the early years, domestic female players often felt the game entertainment in male-oriented games, and the previous otome games filled the gap with "paper boyfriends".
But this simple supply can no longer meet the needs of more female gamers.
As a result, some traditional game types have crossed over otome games and explored new vertical categories, which has become a strategic choice to compete for the existing female players and tap more women to enter the game to form an incremental market.
Of course, for a long time to come, the taste of "love" in the game will still exist as exclusive.
However, it will become more and more common to explore cross-border combinations with more existing game vertical genres and form more new categories of play.
Only in this way can we find new opportunities in the gaps of the map at a time when domestic gamers have touched the ceiling and market competition is red.
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