Go with 3 puzzle RPG What are the new advancements of overseas manufacturers occupying 4X games

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China Nuclear Video games is definitely a good category for Chinese overseas sport manufacturers, and Chinese producers have a location in the RPG and SLG markets.
The writer combed and analyzed the ��Top 30 Chinese Cell phone Games Overseas Download List for January-December 2019�� (hereinafter known as the download checklist) released by SensorTower, and found that among the 95 games on the 2019 download listing, 23 were mid-core games. You can find not as many casual games on the listing, but over fifty percent of the mid-core games possess entered the ��Best 30 Chinese Cell phone Games Overseas Revenue List for January-December 2019�� (hereinafter known as the income list) launched by SensorTower, with both downloads and revenue.
There are no gambling games in the 95 mobile games on the download list. There are 70 casual games. The previous article has already been interpreted ("The advertising of ultra-casual puzzle games in 2019 will become a new trend?"). There are 23 Chinese nuclear games, sports / There are 2 racing video games.
The 23 mid-core games could be subdivided into 3 sub-categories, namely SLG, RPG, and shooting games.

Included in this, SLG video games have the largest amount of 12 games, accounting for more than half of the total amount of mid-core games. There are only 8 RPG video games and 3 shooting games. Although this year's RPG-type overseas games performed nicely, from the download listing, SLG is still the concentrate of Chinese producers' efforts to promote.
The 12 SLGs that entered the download listing in 2019 are from 9 publishers, which 7 are old games, and the remaining 5 are new games released in 2019.

So, what styles and new activities perform these SLG games that are at the top of the download checklist in 2019 show?
1. New Actions of 4X THE ADMINISTRATORS 2020
4X games are the sub-classification with the best IAP income in mobile strategy video games. The so-called 4X games are usually strategy video games with four fundamental elements: explore, increase, exploit, and exterminate.
IGG's "Kingdom" is really a typical 4X game. In the game, players have to build their very own nation, develop infrastructure, cultivate their very own army, and fight against other nations to expand their territory.
1. In 2019, Chinese producers obtained 76% of global 4X sport revenue
On the list of 13 SLG games that entered the download listing in 2019, 4X strategy games will be the majority, with 7 games, over fifty percent of the total number of SLG games.
Actually, 4X strategy games have always been a popular competition type for Chinese sport manufacturers. According to App Annie data, since 2018, Chinese publishers have slowly occupied a dominant position in the Western 4X game marketplace, and in 2019 obtained 76% of the global 4X game revenue.
2. 4X video game trends in 2019
In most cases, the DAU of a 4X game isn't high, but the player's LTV (lifetime value) is higher. When you can accomplish a huge DAU, 4X game revenue outcomes will undoubtedly be very impressive.
Some global games such as for example "Kingdom Era" have improved the fun of the overall game, and at the same time possess helped expand an individual base. According to IGG's semi-annual financial report for 2019, the number of registered users of Kingdom Era worldwide has exceeded 240 million, and the amount of monthly active customers is 16 million.
In addition, following the example of eating poultry, the introduction of Fight Pass by SLG can be a very clear trend previously year. In 2019, Lilith's "Awakening of Nations" has been the first ever to introduce the Battle Pass function in the 4X game, that allows players to purchase "passes" and accumulate activity to obtain higher rewards.
"Awakening of Nations" also designed the hero system in the game nearer to RPG games. With one of these new designs, the monthly revenue of "Awakening of Countries" exceeds that of "Kingdoms" by the end of 2019.
3. New actions for 4X the administrators in 2020
Turning our eye to 2020, the writer found that FunPlus, one of the leading companies in China's abroad 4X games, launched today's warfare theme SLG "War Mania" upon January 7. Because the launch of "King of Avalon" in 2016 , FunPlus will launch at least one new 4X game each year to build the SLG product matrix, also it seems this year is no exception.
Furthermore, FunPLus, as a leading manufacturer, reacts quickly to trend adjustments. In 2019, several RPG games were effectively launched abroad. FunPlus also launched the RPG cellular video game "Devil Hunter" by the end of the entire year. Right now it has released 2 variations for different markets. I don't know how in additional regions, but in the US market, this kind of subject issue is still extremely popular. FunPlus also released a puzzle sport "2048 3D Plus" on January 21.
In 2019, the distribution direction of IGG, a significant 4X player in China, seems to have changed. So far, IGG has released 2 RPGs and 1 match-3 video game. It is worthy of noting that these 3 video games possess match-3 components, which seems to be optimistic concerning the match-3 market.
The three games released by IGG in 2020 all contain fit-3 elements, "Time and Space Jump: Broken Mirror" (left), "Monster Fable" (center), "Hunters & Puzzles" right
IGG released "Period Jump: Broken Mirror" about January 10th, a suit-3 RPG video game which allows players to generate their own heroes to compete with guilds all over the world through match-3, strategy along with other gameplay in the background of the legendary tale.
"Monster Fable" released on February 2 is also a fantasy theme. 3D graphics and AR mode are also added to the game, which will be full of innovation.
"Hunters & Puzzles" uses hunting because the history of the story, and adds match up-3 gameplay to acquire materials, and also supports multiplayer group hunting.
Furthermore, these three games have one thing in common, supporting global competition. Out of this viewpoint, the global exact same server seems to have turn out to be IGG's coup to expand the game user base.
Lilith nowadays released the Korean version of "Sword and Expedition", seemingly thinking about entering the Korean market. After "Sword and Expedition" premiered on the Chinese marketplace in past due December 2019, it won the 4th place in the global video game revenue in January. Will the start of the Korean edition push the income of "Sword and Expedition" to a new high? stay tuned.
2. MOBA video games still have users to explore
SLG mainly depends on long-term functions and sport depth, so it's particularly important to expand the game life cycle.
On the list of SLG games on the list, the lifeline of MOBA games seems to be longer. Both Tencent's "King of Glory" and Mutong Technology's "Endless Duel" show amazing vitality. They have been functioning for a lot more than 4 years given that they went on the web, plus they are still at the top of the download and revenue list.
"Endless Duel" has become an Indonesian national game. SensorTower announced in January 2020 that thanks to the rapid development in the Southeast Asian marketplace previously year, the total income of "Endless Duel" has already reached 502 million US dollars.
In addition, from SensorTower data, "Endless Showdown" has taken care of a income growth rate of about 36% previously two years.

From the January-December 2019 download list, "Endless Duel" has been on the list, in fact it is a big income-generating player, and it continues to get heavily. In addition, it proves in one aspect that the viewers of MOBA games has not been fully penetrated.
3. What challenges does auto chess face in the brand new year?
Auto chess is a popular and innovative sport in 2019.
In 2019, self-propelled chess is on fire. In addition to the "Toto Car Chess" and "Chess Hurry" in the desk, some manufacturers of MOBA video games have also launched car chess variations, such as for example Riot's "Sport of the Clouds" and "Battlegrounds" of Hearthstone. ",and much more.
1. The natural advantages of auto chess: an easy task to achieve multi-terminal intercommunication
As a derivative of the MOBA category of games, auto chess gameplay provides MOBA gamers with a far more relaxed sport environment, enabling players to experience the enjoyable of randomness in basic gameplay.
Due to the simplification and randomness of the gameplay, auto chess has a natural benefit, that is, it can realize multi-terminal interoperability, such as for example PC and mobile phones. The screen and gameplay fundamentally have not changed much, and it'll not have a great impact on your competition. The benefit of multi-terminal interoperability is usually that more users (especially customers in developing countries) can participate in competitive video games through cell phones.
According to SensorTower, the most popular region for Auto Chess Toto is South Korea, as the most popular region for Chess Rush is Indonesia. For a developed nation and a building country, the distinction can be reflected in downloads and income.
When it comes to download volume, the download level of Chess Rush is a lot more than twice that of Auto Chess. In January 2020, the iOS+Google Have fun with downloads of "Chess Rush" attained 240,000, and the iOS+Google Play downloads of "Auto Chess" reached only 110,000.
2. One of the great issues of auto chess: monetization
When I set my sights on the income performance of "Chess Rush" and "Toto Auto Chess", I came across that the revenue performance of both games had not been impressive. "Chess Rush" has a turnover of 80,000 in January, and "Toto Auto Chess" includes a turnover of 170,000 in January.
On the whole, because of the gameplay restrictions and commercial exploration of the auto chess game itself is not completed, monetization has almost end up being the biggest challenge facing the auto chess game.
The limitation of game play is that the current auto chess game play does not provide any "energy" improvement, that's, there are no other factors that affect the beginning of the game, so players won't spend cash before playing; and during the game, players cannot buy Items to increase the chance of winning.
However, the existing commercial exploration of auto chess games still continues to be at the use of players' "vanity" to profit. For example, Auto Chess can be bought straight in the shop, or rare chess boards could be drawn through gashapon. Go and Check (the part representing the player in the overall game).

"Toto Auto Chess" players can purchase chess boards inside the shop
But such a simple monetization strategy is far from enough for auto chess that has acquired many high-spending gamers from MOBA games.
3. The second great challenge of auto chess: user retention
User retention is also among the challenges facing auto chess.
To begin with, from the perspective of gameplay, auto chess is very simple than MOBA video games. Therefore, when players are familiar with the functions and guidelines in the game, they'll feel boring, therefore the update of the game functions and rules in auto chess is essential.
In addition, since the auto chess game is played by several players taking turns in a 1V1 video game, it really is lacking on the societal level. Gamers cannot experience the thrill of fighting hand and hand with close friends, which also makes players easy to lose.
In 2020, Chinese overseas video game publishers will make those innovations on SLG games, why don't we wait and see.
The writer: (xiaohan)
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