Chinese Video/Computer Games

Eventine

Senior Member
Registered Member
For long-term games with continuous updates, competition should be actively encouraged. A game shouldn't be allowed to monopolize the entire market solely because of its first-mover advantage. Genshin Impact's sustained success stems from having no rivals of comparable quality for years, not from later entrants lacking competitive opportunities. Of course, online games also exhibit phenomena like the Matthew Effect—complex sociological and market issues. If a particular niche becomes overly crowded, developers will naturally seek to differentiate themselves.
Practically all modern games are long-term bets with continuous "updates" or "sales." There isn't really a company today that still relies on unrelated, one-off titles. The retail AAA market is just a bunch of franchises riding on IP strength - every sequel is just another chapter.

Independent developers (gaming start ups) are the ones pushing new IPs forward. But as soon as they become successful, they fall into the same pattern of riding on existing IP.

This is just how the industry is now, and it's the reason live service & retail aren't as differentiated as they were back when live service was synonymous with PvP and retail was synonymous with PvE. The rise of Chinese live service PvE games has completely changed the land scape.
 

meedicx

New Member
Registered Member
I'm reacting to the number of such games in development. Like 70% of them are historical Chinese fantasy themed and feature Souls like combat.

Also, you can't separate live service games from retail games when they have similar gameplay styles. Where Wind Meets, Black Myth, and Wuchang has been out in China for a year+. There's also existing online games like Naraka Blade Point and Sword of Justice.

It's like everyone just decided to go and make a Souls like Chinese historical fantasy game, because Black Myth Wukong broke sales records. This is going to lead to saturation pretty quickly once these games start releasing. While a certain degree of copying and trend following is expected in the games industry, companies should realize that first movers' advantage is huge and that the key to securing phenomenal success is to be First.

Why is Counter Strike still the most successful modern shooter? Because it was first.

Why is Genshin still the most successful anime open world game today? Because it was first.

Why is From Software still the most successful overall Souls developer? Because it was first.

There's certainly room for Chinese themed adaptations of popular genres (e.g. Dark Souls -> Black Myth Wukong, League of Legends -> Honor of Kings, Battle Field -> Delta Force). And they can be very successful. But one thing you'll notice in the Chinese game industry is that there's rarely room for two very successful adaptations. The original can coexist with a Chinese adaptation (e.g. both League and Honor of Kings have their fan bases in China), but Chinese adaptations do not tend to coexist with each other (e.g. there is no Honor of Kings competitor). To survive, games have to find their own niche.

It's not 70% of all upcoming projects; there's plenty of games being developed or have been successful that are not souls-like that I showed in previous posts. Also when Chinese devs try new settings like WWII, I remember you complain about them being too corny.

We also don't know what the saturation point is for these types of games as there haven't been a major AA/AAA budget failure yet in this space. Chinese devs use to keep making high budget eastern fantasy MMORPGs which were very successful until the high profile failure of 仙剑世界 and 射雕 MMORPGs, which showed the genre is saturated causing future projects to be cancelled.

I have a feeling the saturation point is higher than many people think. Like you mentioned, there are vast amounts of ancient Chinese TV series being produced every year, which shows huge demand for this setting and the supply of these in Chinese single player experiences is low. If you look at full priced Japanese console games released each year, 40-50% of them are JRPGs. It's possible that the Chinese single player industry can support 40-50% eastern fantasy setting games.

Like others pointed out, the single player retail market has different logic than live service. Players usually complement their live service forever games with single player experiences. Unlike live service, you also don't need mega hits to thrive: JRPG studios like RGG, Gust, Falcom, NIS, Level-5 don't need to sell millions of copies, but just target the right niche.

Just like Japanese players don't get tired of playing different anime-style JRPGs, I believe Chinese players won't get tired switching from Where Winds Meet to a single-player Wuxia-style game. I'm going to predict PB Zero will have blow out sales numbers (>10M units in first quarter)
 
Last edited:

Eventine

Senior Member
Registered Member
It's not 70% of all upcoming projects; there's plenty of games being developed or have been successful that are not souls-like that I showed in previous posts. Also when Chinese devs try new settings like WWII, I remember you complain about them being too corny.

We also don't know what the saturation point is for these types of games as there haven't been a major AA/AAA budget failure yet in this space. Chinese devs use to keep making high budget eastern fantasy MMORPGs which were very successful until the high profile failure of 仙剑世界 and 射雕 MMORPGs, which showed the genre is saturated causing future projects to be cancelled.

I have a feeling the saturation point is higher than many people think. Like you mentioned, there are vast amounts of ancient Chinese TV series being produced every year, which shows huge demand for this setting and the supply of these in Chinese single player experiences is low. If you look at full priced Japanese console games released each year, 40-50% of them are JRPGs. It's possible that the Chinese single player industry can support 40-50% eastern fantasy setting games.

Like others pointed out, the single player retail market has different logic than live service. Players usually complement their live service forever games with single player experiences. Unlike live service, you also don't need mega hits to thrive: JRPG studios like RGG, Gust, Falcom, NIS, Level-5 don't need to sell millions of copies, but just target the right niche.

Just like Japanese players don't get tired of playing different anime-style JRPGs, I believe Chinese players won't get tired switching from Where Winds Meet to a single-player Wuxia-style game. I'm going to predict PB Zero will have blow out sales numbers (>10M units in first quarter)
I used Chinese TV shows as a negative example, because that particular genre of TV shows (historical costume romances) is very much stagnant and it is one reason why China's traditional TV industry has not been successful globally. True, Chinese audiences can support such an industry all by itself, but insulated, self-satisfied companies cannot disrupt or capture global market share, which is important for the further development of the Chinese entertainment industry as a global power house, source of export revenue, and foundation of human culture.

Further more, they are themselves vulnerable to being disrupted by foreign players, which is what happened during the various Korean Waves in the 2000s, which posed an existential threat to the domestic TV industry until the THAAD incident caused the Chinese government to block them out. It's been a painful process to reform the Chinese TV industry to become more competitive ever since.

The Chinese gaming industry should avoid this trap. Yes, Chinese audiences tend to have more conservative tastes (thus willing to tolerate the same thing over & over again), but these tastes can be cultivated for the better, and it is still a young industry, full of potential. When the Western and Japanese gaming industries were in their infancy, back in the 80s and 90s, it was a time of immense creative power, and laid the foundations for the industry as it exists today. The Chinese gaming industry can and should play a similar role in defining the next 30 years of the global gaming industry. It certainly has the resources and the execution ability, so if it does not, then I'd consider it a critical failure.
 
Top