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From end-game research and development to mobile game: Is it a way out or a trend?

The Game Working Committee of China Publishing Association, the research on new games in CNG and the International Data Corporation (IDC) released the game industry report of China from January to June 213. The report shows that the sales revenue of the mobile game market reached 2.53 billion yuan in the first half of the year, up 1.8% year-on-year, and it is expected that the growth in the second half of the year will be even stronger.

The wave of mobile games is coming. In addition to all the small and medium-sized entrepreneurial teams, game manufacturers who have been struggling in the PC-side tour industry for several years have also jumped into the Red Sea. Perfect World began to increase investment in mobile games this year, and Blueport Online also announced a full-scale battle, even more? Please call us a mobile game company? . In 213 ChinaJoy, Entertainment Spring and Autumn brought its two mobile games "The First Idol" and "Tomb of the Gods" to the BTB Pavilion. These two games have completed the first test and are expected to be officially launched next month.

Tomb of the Gods

Entertainment Spring and Autumn has changed from an enterprise with many years of experience in end-game R&D and operation to mobile games. Regarding the differences of game platforms, Chen Shu, CEO of Entertainment Spring and Autumn, once expressed his views: In fact, we think that games are games, and terminals and platforms are just? Device? For mobile terminals, we think the most important difference from PC is to pay attention to the difference of multi-touch controller, which needs to be reconstructed in type and gameplay. ?

The First Idol

For example, The First Idol is combined with the operation of mobile devices to complete the game by clicking, sliding and rotating the notes according to the rhythm of music. For the needs of users in mobile social, the game has also been optimized and improved in all aspects. In fact, the essence of various platform games is the same, and the difference lies in the adaptation of the carrier itself to the type, as well as the differences in the use of users. Targeted adaptation to the carrier, end-tour, mobile game, and even a tour in the next few decades, is not a big problem.

Some people regard hand swimming as a way out, while others are adapting to this trend. Let's take a look at the overseas game giants. The well-known Japanese manufacturer SE was exposed to a huge financial deficit, hoping to make a comeback by switching to mobile games. Blizzard, which is only a boutique, also launched a card mobile game "Hearthstone Legend" based on the theme of Warcraft. In contrast, domestic manufacturers are quick to respond to market trends. After all, Entertainment Spring and Autumn began to lay out the mobile game market as early as two years ago, and set up an investment fund specifically for mobile online game entrepreneurs. At present, investment research and development of several entrepreneurial teams and projects have been completed, except "The First Idol" and "Tomb of the Gods", other mobile game products will be launched one after another from the end of the year to the beginning of 214.