NetEase games and after the third anniversary of fall Yin and Yang are the altar?

As the game Netease flagship IP products, "Yin and Yang" has been formally launched the third anniversary. Under the impetus of "Yin and Yang" third anniversary of September 20, the "Yin and Yang" once again boarded the iOS best-selling list first. But, this distance it was last summit, more than two years have passed.

"The debut peak", that is not just for the star performers for "Yin and Yang" is, like, too. "Yin and Yang" in September 2016 after the country formally launched in early and quickly made a breakthrough 10 million DAU, APP Store2016年度十佳游戏等亮眼的成绩.

Coupled with the spread of social platform UGC content, Netease successful marketing campaign, "Yin and Yang" will soon break through the limitation of the second element circle, then became a "national second element hand tour." Under the "Yin and Yang" of power, Netease game was outshining Tencent.

But any game life cycle is limited. Under the strong impact of the "King of glory", "Peace elite" and other games, "Onmyouji" heat appeared in the case of a sharp decline. After 3 years, "Yin and Yang" NetEase games but also to offer much contribution? If the "Yin and Yang" heat continued to decline, rely on Netease game against Tencent game? They are forced to ponder this topic.

The history of the development of the third anniversary of "Yin and Yang" - that is on the line after the peak, the peak of the heat sink all the way

"Yin and Yang" in the early on-line, with the precise positioning of the second element, quickly grabbed its first batch of players - the second element lovers. Later, in the second element of the power players, it is microblogging, letters and other social platforms have gradually scraper trend, players circle the wall was broken, attracted a large number of ordinary players to enter, "Yin and Yang" of brilliant trend also gradually emerged.

But this glory was short-lived. According to public information display, Onmyouji 16 September on the line, less than six months to win the 200 million downloads worldwide in the fourth quarter 2016 and first quarter of 2017, Netease game business net income of 8.9 billion and 10.7 billion thanks to the yuan, to a large extent the success of "Yin and Yang" of.

The peak period of "Yin and Yang" users reached 14 million daily active users reached 2.7 million. After the peak, it was the month the number of living plummeted, the number of subscribers and daily living fell by nearly half. "Onmyouji" phenomenal outbreak seems to be short-lived, and soon suppressed by the "King of Glory" is.

Public information shows that in 2017 China revenue iOS hand travel five are "glory of the King", "Fantasy Westward Journey," "Ghost Story", "Yin and Yang", "Dragon", "Yin and Yang" ranked fourth . In 2018, Yin and Yang had dropped outside the top ten, disappeared.

From the "Yin and Yang" in 2016 - the trend Baidu Index in 2019, you can see "Onmyouji" the decline trend is irreversible.

To sum up, maxed social circle in 2016 to 2017, "Yin and Yang" in an exceptionally fast rate fell down from the peak, a huge loss of players, the game dropped significantly profit. What is it, once the limelight unlimited "Yin and Yang" Why so soon fall the altar?

(1) the presence of the ills of the game mechanics itself, pay and benefits proportional difficult

"Yin and Yang" inherent shortcomings of this game is one of the important reasons for its popularity decline. With the player's words, is too "liver" was. Want to keep a good type of God, it will take a lot of time and effort to develop a type of God cycle is too long. And after paying a great deal of time and effort, not be able to keep a good, because there are all random royal soul to the pay and benefits proportional to difficult, very affect the player experience.

(2) Competitive + weak weak social players viscous weak

"Yin and Yang" had suddenly burst fire, because it broke the second element circle restrictions, to attract a lot of ordinary hand travel audience, this group of players of the game loyalty is not high. The "Yin and Yang" the game itself is so biased to develop a game, athletics is not strong, competitive every day for only two hours, used to playing for a competitive game players, this does not meet their requirements.

In addition, it is also very weak sociability, in addition to the "Yin and Yang Liu" This is an organization set up, players do not need to have any contact with other players, you can have a good time. So when strong competitive + strong sociability "King of glory" appears, "Yin and Yang" This is a large number of low loyalty of many of the players have to invest in the embrace of the "King of glory" of.

(3) a limited effect IP linkage, palliative

"Yin and Yang" During these three years, in order to attract and retain players, also had a lot of big moves, like linkage with animation and other well-known, such as "Inuyasha", "Strange of Cats" and so on, these are in Japan famous anime, has a strong fan base.

《阴阳师》在与它们进行角色联动之后,短期之内的确能看到效果,部分老玩家回流,喜爱联动角色的动漫粉丝玩家进入。但粉丝数量是有限的,能被吸引过来的粉丝数就更有限了。同时,这批被吸引过来的粉丝玩家,在获得了自己喜爱的角色之后,大多都选择了弃游。

(4)外部环境竞争激烈,腾讯虎视眈眈

《阴阳师》的没落,除了游戏本身的机制及运营问题之外,外部环境的挤压也是一个重要原因。腾讯多款爆款游戏的推出,也给《阴阳师》造成了极大的压力,玩家流失严重。

虽然《阴阳师》在这3年之间的下滑之势无法逆转,热度也已经无法再创曾经的辉煌。但它现在仍旧是网易的头部游戏之一,它也用实力证明了原创二次元游戏IP的市场价值。而且它现在不仅仅是一款手游了,它现在是中国ACG行业最具代表性的顶级游戏IP,它的IP衍生之路是值得国内各大游戏公司参考的。

“自救”路上——阴阳师已经成功出打造游戏IP生态圈标杆案例

三年之前,大家可以把《阴阳师》看作为一款优秀的二次元风格手游。但现在,三年过去了,它的市场角色早已发生了变化,它由一款手游变成了一个拥有巨大市场价值的游戏IP。这也是《阴阳师》在面对玩家流失这样一个困境时,所采取的自救举措。

(1)深耕IP,推出了优质漫画+高口碑音乐剧

《阴阳师》的IP衍生作品在2018年陆续面世。衍生漫画作品《阴阳师·平安物语》、《百鬼幼儿园》、《没出息的阴阳师一家》,上线之后便收获了无数好评,连续多周占据B站国创区第一。《阴阳师》还推出了2.5次元音乐剧《阴阳师》平安绘卷,目前在国内多个城市举办了巡演。

(2)实体周边+线下参与,打造沉浸式IP体验

在实体周边方面,《阴阳师》陆续推出了手办、抱枕、文具等一些实用的生活物品,线上线下同时发售。公开信息显示,《阴阳师》周边产品累计销量近百万,截止目前累计销售额约2亿。其中,作为周边产品中高端系列的代表,手办类产品已累计售出近6万件。

《阴阳师》游戏IP的线下运营同样是精彩纷呈。2019年《阴阳师》推出的IP主题店品牌“Onmyoji Cafe & Shop”,通过吃、买、玩这三个生活场景,将游戏和人真正地连接了起来。实体周边和线下活动的同时开展,为游戏玩家打造了优质的沉浸式IP体验。

(3)打造了多款衍生游戏,力图构建游戏矩阵

《阴阳师》也推出了多款衍生游戏,如《决战平安京》《阴阳师:百闻牌》《阴阳师:妖怪屋》等,力图构建一个丰富的属于《阴阳师》这个游戏IP的游戏类型矩阵,但是它们取得的成绩远不及其他衍生产品。

以《决战平安京》为例,公开信息显示,它于2018年1月1日在iOS正式上线以后,初期的确有过短暂的爆发上升,但也仅仅是从iOS畅销榜的105名上升至60名,而后又开始倒退。

之后虽然与《阴阳师》进行了联动,但收效甚微,一直处于一个不温不火的状态。总的来说,《阴阳师》这个游戏IP在游戏衍生方面的举措,并未取得实质性效果,甚至可以说是失败的。

(4)开展IP授权合作,实现全产业链的泛娱乐布局

除了《阴阳师》团队自身去进行IP作品的衍生创作之外,还可以将这个游戏IP授权给第三方,共同进行创作。如由网易影业、工夫影业和华谊兄弟电影联合打造的电影《阴阳师》已杀青,目前正处于后期制作状态。

通过多方合作,动漫、周边、游戏、音乐剧、电影,多管齐下,以《阴阳师》游戏IP为中心,实现全产业链的泛娱乐布局。

《阴阳师》正是通过这样一种IP运营模式,成功的延长了游戏的生命周期。试想一下,如果你是一名游戏玩家,当你在现实生活中能接触到由你喜爱的游戏角色衍生而来的各种产品时,你能控制住自己完全不去看或者去购买相关产品吗?如果你已经退游了,这种线上或者线下潜移默化的接触,可能也是吸引你重新入坑的刺激点。

虽然它现在玩家已经流失了大半,热度也下降了很多。但是有一部分忠实玩家被它通过这种IP运营模式牢牢抓在了手中,这一部分玩家也足以支撑游戏存在并继续发展下去。

《阴阳师》的这种游戏IP运营模式,让人看到了中国ACG市场潜力之巨大。从游戏出发,利用它的粉丝效应,来实现多维度的市场运作,尽可能挖掘游戏IP的市场潜力。《阴阳师》借此成功的延长了游戏的生命周期,它也通过这种运作,从一款普通的二次元手游,蜕变成为了中国ACG行业最顶级的游戏IP之一。

《阴阳师》成功的自救之法,对于网易游戏来说,无疑是一种福音与启示。因为面对困境的不只是《阴阳师》,还有整个网易游戏。但是网易游戏要想成功翻盘,除了要稳固好现在的《阴阳师》之外,它更需要的是下一款“爆款阴阳师”来抵抗《王者荣耀》。

面对腾讯压制,网易游戏该如何破局?

2016年上线的《阴阳师》,在初期的确给网易创造了巨大的营收,《阴阳师》也让网易反超腾讯登顶iOS收入榜。在那段时期,网易甚至隐隐有了盖过腾讯的势头。但好景不长,伴随着竞争对手腾讯《王者荣耀》的崛起,《阴阳师》热度的急速下降,网易游戏面临的形势也越来越严峻。

2017年的国内手游市场属于《王者荣耀》,2018年的国内手游市场属于《刺激战场》,现在已经改版成为了《和平精英》。但网易版吃鸡游戏《荒野行动》,上线和商业化都比腾讯的《刺激战场》要早,并且《荒野行动》早就拿到了国内的游戏版号,那为什么网易还是输给了腾讯?

并且在腾讯迟迟拿不到游戏版号,很多游戏无法推出之时,很多人认为,网易翻盘的机会来了。但实际情况却并不是这样,网易仍旧落后于腾讯,原因何在?

(1)缺乏用户流量入口,内部流量无法实现转化

与腾讯社交产品微信、QQ可直接利用的用户流量相比,网易在邮箱及其他业务方面的用户拉动能力是远远比不上腾讯的。腾讯除了拥有微信和QQ这两个社交产品作坚实的支撑之外,它还拥有斗鱼和虎牙这两个游戏直播流量入口。

所以网易游戏面临严峻困境的主要原因之一就是它缺乏一个自上而下的流量源头。它既没有一款强有力的社交产品,它内部产品之间的流量又无法互相转化,没有入口直达用户,在起点上就输了腾讯一大截。

(2)缺乏有力的后继性游戏,新推出的游戏平平淡淡

网易在《阴阳师》之后,虽然也推出了很多新游戏,像《光明大陆》、《第五人格》等,但始终无法复制《阴阳师》当时的成功,这些新游戏基本上都处于被腾讯的《王者荣耀》压制的状态。

(3)游戏研发缺乏可改编的IP作品,过度依赖原创

网易一直以来走的路线都是精品、自研,这样做的好处也很多,用户留存率高,用户粘性好。但是过度依赖自研,导致网易游戏的研发周期比较长,产品更新速度慢,这极大地限制了企业的盈利速度与规模。

与网易相比,腾讯则掌握了庞大的IP资源,IP类型多样化。腾讯就可以利用这些IP不断地与游戏进行碰撞,盈利周期短,变现速度快。

网易内部困难重重,外部同样面临着很多的威胁,除了老对手腾讯之外,今日头条也试图想要在游戏市场中分杯羹。

今日头条要进军游戏行业并不是什么新闻,今日头条现在在android版上就上线了一个游戏平台,与游戏方进行合作。虽然不是自主研发,但这可以透露出今日头条在游戏行业的野心,这个游戏平台可能只是它试水游戏行业的一小步。

作为一个超级流量入口的今日头条,一旦真的要发展手游,似乎也不是太大的难题。所以面对如此严峻的内外部环境,网易又应该怎么办呢?

(1)以游戏为中心,打造游戏IP生态圈

《阴阳师》这个游戏IP的成功打造,对于网易游戏来说,就是一个很好的启示。游戏的盈利并不仅仅局限于游戏里面的氪金,周边与衍生产品同样具有广阔的盈利空间。与直观的游戏收入相比,IP衍生作品所带来的文化价值更是不可估量。

所以网易要加大对游戏IP生态圈打造的重视,这不仅可以延长游戏的生命周期,也是重要的获利渠道。以游戏为中心,经营好圈层文化,全面打造游戏IP,在反哺游戏的同时,成功实现商业扩张。

(2)重视海外市场,抢占人口红利

网易游戏最近这两年在国内虽然不太顺利,但是它的出海之路却很顺利。公开信息显示,2017年初,《阴阳师》率先出海,连续两个月取得日本iOS+Andriod综合下载榜前五。《荒野行动》在国内平平无奇,在日本上线之后,却先后多次登顶日本App Store畅销榜。《终结者2:审判日》在海外发布之后登顶了全球59个国家游戏下载榜。从去年开始,网易也是成功击败了腾讯,成为了中国游戏发行商中海外收入的第一名。

与国内相比,腾讯在国外的社交优势不明显,更多的是游戏产品和运营层面的竞争。这对于主打自研、精品的网易来说,是它们最不害怕也最有底气的地方。而今日头条的海外用户数量虽然多,但它还并未进军游戏行业,海外市场并未建立起来。

所以对于网易游戏来说,海外市场是它绝对不能错过的一个重要市场,网易现在也要加快出海步伐,快速抢占人口红利,尽早在海外市场站稳脚跟。

总之,腾讯与网易作为国内游戏领域的龙头企业,彼此之间的激烈竞争是无法避免的,激烈的竞争只会让游戏行业越来越好。

网易现在虽然处于一个式微的状态,但是并不代表网易就没有翻盘的可能。世界是瞬息万变的,游戏行业也是如此,所以谁输谁赢还不能下定结论,腾讯、网易皆有机会。

 

​文 |小谦,互联网观察员,数十家科技媒体专栏作者,转载请注明版权

 

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