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[讨论] 转贴:外国人眼中的中国游戏市场现状和未来

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发表于 2006-6-20 13:05:00 | 显示全部楼层 |阅读模式

For most of the last 3,000 years, the Chinese were the planet's most technologically advanced culture. They fell disastrously with the Industrial Revolution, but in this new century China is poised to regain its traditional lead - at least on the web. As of 2005, the CIA rated China the world's second-largest economy. China has also overtaken Japan as the second-largest internet market, with 111 million users online. At its current growth rate, China should pass the U.S. in internet usage in five or six years. By that time, the Chinese gaming biz - which started five years ago, is expected to gross $900 million this year, and is growing at 24% a year - will hit $2.1 billion.

According to a report called "Red Innovation" by research house Pacific Epoch, 80 Chinese companies are already operating 150-plus online games, some of them with millions of players. Yet, except for a few Western and Korean imports, no one in America talks about those 150-plus games. Has anyone here playedthem, or even seen them? Apparently not - though that never stops people from commenting. Slashdot, Digg, Kotaku, all the rest - put "game" and "China" in the same sentence, and watch endless, repetitive chatter about the same hot-button side issues:

`Chinese gold farmers
`Piracy
`Losers who play for 50 hours straight and then kill their wife or jump out a window
`Government efforts to restrain said losers by restricting how long they can play
`Knucklehead propaganda efforts like the proposed "Anti-Japan War Online" and "Chinese Hero Registry"
`Tech companies censoring searches and finking on protesters
`Tibet, Taiwan, Tienanmen Square ...
`The communist regime is corrupt, repressive, faltering, a ticking time bomb, everyone wants out, the rural masses will rise and overthrow their leaders, institute democracy, wah dah doo dah

All worthy subjects, but what about the games? It turns out there's a reason no one discusses Chinese games, a reason beyond the barriers of language and currency and trans-Pacific bandwidth. The explanation tells much about the state of Chinese online gaming, and how it will change in the next decade or two.

Middle Kingdom Games

The Sign, World of Legend, The Age, Magical Land, Westward Journey Online II (56 million registered accounts, 580,000 peak concurrent users), Fantasy Westward Journey (1.3 million concurrent), Sanguo Heroes Online, Travia, Yulgang (nine million accounts) - ever hear of these, or any of the rest?

Sure, you've heard of Lineage, and possibly Kart Rider, Silk Road Online and many other Asian games. But those are Korean, not Chinese. The South Korean industry, the world market leader in MMOGs, inspired the Chinese imitators. But now, homebrew games are winning out. According to the Korean IT Industry Promotion Agency (via Gamasutra), in 2003, Korean online games made up 68% of the total Chinese market in online games, but only 38% in 2004 and 20% in 2005.

Yet for all their millions of players, English-language descriptions of these Chinese games are rare and generic. Here's World of Legend, first in Shanda Interactive Entertainment's "Genesis of the Century" trilogy of games:

"Mankind is divided into three races spiritually, namely 'Dream Tiger,' 'Valley' and 'Flood.' Wars and weak royalty left the world to mighty warlords and the law of the jungle. The three races either fought or faked alliances. The day finally came when the devil, long imprisoned by ancient powers, regained its strength from the underground. Tamed demons began to revolt and even to erode human spirit. [...] Inside the World of Legend, user's characters exist in a virtual community where they experience unique lives as masters or apprentices, husbands or wives and members of a guild. Users can also enjoy virtual communities as 'siege battle,' 'guild battle,' 'civilization' and 'community life.'"

Vague, you say? That's among the most detailed English descriptions out there. For comparison, here's how NetEase.com, Inc. describes its Westward Journey II Online and Fantasy Westward Journey, the most popular Chinese games in 2004 and much of 2005:

"Westward Journey Online II is based on the famous and romantic Chinese classical fiction Journey to the West, and the well-known film by Stephen Chow. It possesses of Chinese traditional painting style, with a touching story and well balanced game systems, it has become the most popular online game among all the China made online games.

"The background of the Fantasy Westward Journey is based on the mythology of Westward Journey, adopting a cartoon style to achieve into a romantic online game with full of energy. We have developed a brand new artistic style, humorous dialogues, gang competition, missions, refined technical advancement, all are well presented in the game."

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Uh, yeah. Whatever. The only Chinese games with English language versions (so far) come from NetDragon WebSoft, a division of TQ Digital Entertainment, a mid range player in crowded Chinese market. In America, NetDragon has launched a Pokémon style game, Monster & Me, and a couple of fantasy RPGs: Conquer Online ("Experience the ancient Chinese Kungfu and magic, enjoy the endless beautiful scenery and mythical environment in which you can develop your own character and interact with other real life and imaginary beings") and Eudemons Online [嘿嘿]("In this mythic world, you can choose to become a Warrior, Mage and Paladin. Command your heroes to adventure on the vast land of Atlantis and challenge the power of sword and magic"). Even these games draw little attention outside their own sites.
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The English speakers who write most about Chinese games are business folks like Bill Bishop and investment firms like Goldman Sachs. They chronicle the current misfortunes of MMOG giants Shanda and NetEase.com, analyze the new play-for-free business models now gaining traction, and study the fast rise of The9.

The9's name describes online gaming as the new "ninth art," joining painting, sculpture, architecture and the rest. The9 built upon their previous licensing success (they worked with Korean company Webzen to distribute MU in China) by acquiring the Chinese World of Warcraft license. Launched in June 2005, the Chinese version of WoW immediately drew hundreds of thousands of concurrent players, and is now China's largest online game. But The9 has done a poor job coping with the crowds, and there are frequent disconnects and terrible lag (an unintentional metaphor for Chinese bureaucracy, perhaps?). Because Chinese players pay by the hour, including the hours it takes to log in and join a server, infuriated customers have called for a boycott, so far in vain. WoW continues to grow in China as everywhere else, outstripping the native Chinese MMOGs for the same reason that nobody writes about, or cares about, the native Chinese MMOGs.

It's because, basically, they suck.

You're No Good, You're No Good, You're No Good "The biggest knock against Chinese game developers (from the Western game developer perspective) is that Chinese game developers don't know how to make the game fun," writes Pacific Epoch analyst Sheng Koo. &quotart of the reason may be Chinese game developers didn't grow up playing Dungeons & Dragons and other various paper-and-pencil roleplaying games, board games, card games, tabletop miniature games, etc."

Erick Wujcik, an American game designer who now runs the design division at Ubisoft China in Shanghai, agrees. "The Chinese have no tradition of hobby gaming - or rather, they do, but the games they play were perfected 3,000 years ago." In the 1970s, while Western gamers struggled to understand, clean up, and vary the obtuse rules of first-edition D&D and SPI wargames, the Chinese were still playing mahjong, weiqi (go), shogi, Chinese dominoes, and (yes) Chinese checkers. How could you possibly improve the design of go? Chinese gamers found little chance to develop their design instincts, until they got to play Korean and American games in China's 265,000 internet cafes.

Now, they're catching up. Fast.

Insourcing

"Korea created the Chinese [MMOG]

industry," says Wujcik. "In 2004, 70% of Chinese [MMOG] income went to South Korea. The Chinese government woke up. They're very aggressively promoting the [MMOG] game industry."

OK, but when "the Chinese government" promotes something, who exactly does the promoting? It's hard to say. A report by the interactive entertainment industry research firm DFC Intelligence lists a hair-raising alphabet of niggling bureaucracies: "the State Press and Publications Administration (GAPP), the Ministry of Information Industry (MII), the Ministry of Culture (MoC), the State Copyright Bureau, the Ministry of Public Security, the Bureau of State Secrecy, the Commission of the State-owned Assets Supervision and Administration (SASAC), and the State Administration of Radio, Film and Television (SARFT). These agencies all have a hand in controlling the game industry through regulations that not only are constantly changing, but often conflict."

Still, somehow or other, the Chinese game industry is being promoted. Check the PDF report called "Analysis of the Development of Chinese Online Game Industry," written by Qun Ren and Xiaosong Yang, students in business and computer animation at Bournemouth University (U.K.). The report lists several recent government initiatives:

A school of game software created in October 2003 at Sichuan University in Chengdu, capital of southwestern China's Sichuan province, plus online gaming departments in 10 other universities.
A technical college and 15 training centers for internet games, set up in August 2004.
National online game development bases in Shanghai, Beijing, Guangdong province and Sichuan province.

A 1-2 billion renminbi (U.S. $120-240 million) program announced by GAPP in October 2004 to sponsor development of 100 online games in the next five years. The MII has also appropriated funds to support some domestic online game companies.

In addition, EA, Ubisoft and most of the other big Western game companies have set up Chinese
divisions, mostly in Shanghai. Each of these companies employs hundreds of workers.

All of this demonstrates the classic Chinese "human wave" method of problem-solving. In software production, this approach usually doesn't work. But in MMOGs, where content is king, this may be a key to eventual Chinese dominance. It depends on whether Chinese developers actually learn how to make fun games, either through all these state-sponsored programs or, more likely, just by playing the games to death.

It'll probably happen. Out of 200 million or more players, you have to think some of them will develop real talent. Sure, it may take decades. But China has decades. It's been around for 3,000 years already, and for most of that time it was Earth's most advanced culture.

Chinese designers will get better. Then, we'll see interesting stuff, and Westerners will finally talk about, and play, these games. Take off your blinders; the future is red.

Allen Varney designed the PARANOIA paper-and-dice roleplaying game (2004 edition) and has contributed to computer games from Sony Online, Origin, Interplay, and Looking Glass.

文章出自:http://www.escapistmagazine.com/

原标题:RED Blindness
附标题:China will soon be the #1 online gaming market, and the US has no clue how and why"

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发表于 2006-6-20 22:15:00 | 显示全部楼层

Re:转贴:外国人眼中的中国游戏市场现状和未来

晕了

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发表于 2006-6-21 12:01:00 | 显示全部楼层

Re:转贴:外国人眼中的中国游戏市场现状和未来

呵呵,好文,作者不知是不是华人呢
全文算是呼吁开始正视并且重视中国的游戏市场和现状

前文提到中国目前的网络人口已经越来越多,超越了日本成为了世界第二位
超越美国也只是5~6年的事情

而后文中提到了一些中国的网游,质问有多少外国人有听说过
(游戏包括:The Sign, 传奇世界, The Age, 梦幻国度, 大话西游2, 梦幻西游, 三国群英传Online, 英雄王座, 热血江湖)

而后文中提到中国一些有名的公司,盛大和网易,及其游戏的一些介绍文字

文中还提到了天晴网龙,唯一的来到海外的中国游戏,其是有海外市场的公司,征服在美国也有进行运营

随后提到了中国的策划
You're No Good, You're No Good, You're No Good "The biggest knock against Chinese game developers (from the Western game developer perspective) is that Chinese game developers don't know how to make the game fun," writes Pacific Epoch analyst Sheng Koo. &quotart of the reason may be Chinese game developers didn't grow up playing Dungeons & Dragons and other various paper-and-pencil roleplaying games, board games, card games, tabletop miniature games, etc."

Erick Wujcik, an American game designer who now runs the design division at Ubisoft China in Shanghai, agrees. "The Chinese have no tradition of hobby gaming - or rather, they do, but the games they play were perfected 3,000 years ago." In the 1970s, while Western gamers struggled to understand, clean up, and vary the obtuse rules of first-edition D&D and SPI wargames, the Chinese were still playing mahjong, weiqi (go), shogi, Chinese dominoes, and (yes) Chinese checkers. How could you possibly improve the design of go? Chinese gamers found little chance to develop their design instincts, until they got to play Korean and American games in China's 265,000 internet cafes.

Now, they're catching up. Fast.

文中大意
西方的设计师总是评价中国的设计师不行,部分原因可能是中国的游戏设计师并不是伴随着DnD和其他的TRPG成长的,中国Ubi的一个设计师也提到,中国并没有玩游戏的业余爱好的传统,或者说他们即使有,但是他们玩的游戏都是完成于3千年前的游戏。在70年代,当西方的玩家在接触DnD的第一版本和SPI的战争游戏的时候,中国人依然在玩着麻将、围棋、中国骨牌、中国象棋。如此而言他们又如何可以去提高他们的设计呢?中国的玩家并没有太多的机会去提高他们的设计灵感,直到他们现在有机会去接触韩国和美国的游戏为止。

不过现在,他们在以很快的速度在追上来。

后文提到中国现在开始有游戏工业了,在成都的四川大学也开始了游戏学院的专业,政府也开始推出计划支持网游事业,EA、Ubi和其他大公司也开始在上海落户并且招收了很多人了,中国的设计师也会变得越来越好的,而后,会有一天,国外也会在讨论,在玩他们做出的游戏

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发表于 2006-6-21 12:05:00 | 显示全部楼层

Re:转贴:外国人眼中的中国游戏市场现状和未来

我也觉得大家那么热情讨论什么武侠游戏,是不是从看小说族群里演进过来的。

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发表于 2006-6-21 22:04:00 | 显示全部楼层

Re:转贴:外国人眼中的中国游戏市场现状和未来

不玩dnd和trpg成了差距,太臭屁了……不过所谓RPG的真谛,确实需要到dnd和trpg里探寻,别无他法。韩国泡菜多玩伤身,而且那玩意永远没法喂养出一个杰出的设计师来,这一点足见作者的势力,论游戏的话,韩国还不是日本的个儿。

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发表于 2006-6-21 22:31:00 | 显示全部楼层

Re:转贴:外国人眼中的中国游戏市场现状和未来

DD 和 类似的TableGame 绝对精华,这一点都不臭屁,认真琢磨的话,绝对可以完成一套优秀的设计思路,完全可以追溯到很深的层析(说得有点邪乎)

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发表于 2006-6-21 22:34:00 | 显示全部楼层

Re:转贴:外国人眼中的中国游戏市场现状和未来

我们可以炫耀的只有3000年的历史和宁死不屈的民族气节了。。。现代科技么,优质水稻,航天技术,别的我想不出什么了

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发表于 2006-6-21 23:49:00 | 显示全部楼层

Re:转贴:外国人眼中的中国游戏市场现状和未来

中西方的思维模式还是有很大差别的……

就像中国电影在奥斯卡上很难拿奖一样(当然不排除好电影少的因素)……

至于策划的水准是差很多,不过也有整个游戏行业的因数,毕竟在执行阶段,策划的权利也远远小于欧美日……

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发表于 2006-6-22 00:38:00 | 显示全部楼层

Re:转贴:外国人眼中的中国游戏市场现状和未来

dd是啥……中国的麻将也精华呢,谁敢说麻将这个拯救了无数老年痴呆患者,吸引了无数代人的游戏不精华呢?其变化我认为不亚于扑克,哼唧:-)

如果说最酷的游戏是扑克的话(很多杰出的游戏设计师这么评论的,我也这么认为),那么麻将至少也算得上一级酷了,而且这东西是咱中国货,hoho。

我可没有说dnd和trpg(当然,也包括其他桌面游戏)不精华,而且我也很着迷于此并且深深感叹他的优秀,不过作者还是臭屁的,因为他竟然把不玩dnd当作中国设计水平上不去的一个原因,看来他肯定是个dnd fan,说不定还是个DM,不过并不是所有的设计者必须要玩他们的dnd才可以成为杰出的设计者的。当然,玩玩绝对有好处。

中国值得骄傲的东西很多啊,有的只是你不知道罢了。如果想为之骄傲,就会找到值得骄傲的东西,如果不以之为傲,就永远看不到他的闪光点咯,即使闪光了也不会相信它终究会照亮全世界。

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发表于 2006-6-22 03:01:00 | 显示全部楼层

Re:转贴:外国人眼中的中国游戏市场现状和未来


我觉得,不用将论题扩大化了,否则就泛泛而谈了。
人家说策划,就讨论策划。
人家说某个技能,就讨论某个技能。
人家说画面,就讨论画面。
否则,谁没有两三个优点可以拿出来讲的?
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