“Mother of everything” poisons the industry? Has become the biggest shackle of domestic quadratic game innovation

(Click on “GameLook” above to subscribe to WeChat)


In June of this year, another “Ship Like” homemade mobile game “Deep-Yuan Horizons” was officially released in Japan and quickly achieved good results. However, the appearance of the “Ship Like” mobile game in the Japanese and Korean markets one after another also attracted the attention of the Japanese local game company. Shi Jia complained that he used the “Fleet Arcade” after the “Deep-Yuan Horizons” went online, and then the publisher Morning Branch issued an announcement saying that “The Deep-Yuan Horizons” did not violate any laws and regulations and quickly subsided the turmoil. From a legal point of view, the practice of the game industry is that play is not protected.

However, after careful review of the secondary market in the past two years, “Ship Like” products have previously caused similar negative word-of-mouth events in both domestic and overseas markets. “Ship” begins with a relatively successful game with a ship C (Fleet collection) ship R (Battleship girl) Ship B (Blue route) The countless years of more failed ship Like products have highlighted the homogeneity of the secondary market to some extent.

According to Game Look, the stagnation of core gameplay and theme innovation in domestic quadratic games may require more attention from industry professionals than the success of the “ship Like” game.

Ship-mother dispute is not the key, domestic secondary yuan continues to expose innovative dilemmas


Since the birth and popularity of the web game “Fleet Collection” issued by DMM in 2013, the ship’s mother, the anthropomorphism of things, and the paternalization have become the universal themes in the second-order mobile games, and they have made good contributions to the popularization of second-order games. At the same time, the theme of anthropomorphism is slowly becoming a shackle for domestic second-order game manufacturers, further limiting the emergence of innovative products and innovative themes.

It is difficult for domestic developers engaged in secondary mobile games to bypass the “anthropomorphic” mountain in gameplay design, which has led to the evolution of the market situation as long as the secondary is almost always a paralyzed state.

In the past year, a large number of secondary mobile games in Japan and South Korea have more or less anthropomorphic game themes. For example, in 2017, the two dark horse secondary products, “Blue Route” and “Girl Front Line,” entered the top ten of the Japanese and Korean income lists on the subject of warships and guns. Other well-known secondary mobile games on the market, such as “Royal Mother”, “Food and Second Element”, “Noah Fantasy”, etc., are also presented in an anthropomorphic form.

Of course, the phenomenon that anthropomorphism is too common is not limited to the domestic secondary mobile game market. Even if it is Japan where the second yuan began, it is equally common to follow the wind, even the first DMM to detonate the market. In addition to the distribution of nanny products, DMM also issued the castle’s “Royal City Project: RE”, the four-character idiom “Text B Female”, the weapon’s “Sword Dance”, and even dinosaurs. Mother, construction and so on.

Text B Female


At present, Yanhua has been used as a universal method and has been repeatedly applied by domestic developers to the development of new secondary products. Everything can be molested. If innovation is only to change the molested dog into a molested cat, then this so-called micro-innovation How long can it last?

Innovation has a long way to go. When can we break through the constraints brought about by successful products?


On the surface, all kinds of masculinization are the manifestations of creative diversification of secondary mobile games; but in essence, masculinization is only the core game of the world view and does not touch the game. In fact, it is a kind of current repair and repair. In GameLook’s view, for the secondary market that is still in adolescence, this highly homogenous development method is becoming a hidden tumor in the market, which completely wipes out the possibility of various games of the secondary game. At the same time, a large number of development teams have been in place for a long time.

The development model of other subdivisions of the game industry in the past shows that the continuous iteration of games and pictures is the basis for ensuring the continued growth of the user group. For example, the reason why the domestic three-elimination game market has been difficult to make major changes is that since 2014, after the mainstream gameplay has changed from timing three elimination to step three elimination, there has been no large-scale game upgrade, and Playrix’s “Dream Garden” The emergence of such “1 + 1” model three elimination has given this category new vitality.

In Game Look’s view, what is urgently needed for the second element is to escape from the feminization of the second element, which has been popular for five years, and to get rid of the shackles of innovation brought about by successful products in front.

Of course, the second element mobile game does not use the mother as the main play, but also a lot of successful products. For example, “Fate Crown Assignment” and “Yin Yang Shi” are all products that have achieved good results worldwide. At the same time, we are also seeing that even if it is Japan and South Korea’s well-known second-order IP, as well as domestically created new IP products, there are many attempts at gameplay innovation. For example, the integration of “Magic Baby Mobile”, the ARPG of “Symphony Millions of Arthur King”, the MMO of “Fantasy God”, the MOBA of “Nonhuman School”, etc., all jumped out of the common cards in the second-order mobile game. Anthropomorphic categories and topics.

“Symphony million Arthur King”


Although it may be possible to try new gameplay, it is more unstable to still adopt the mature gameplay rules in the category, but actively seeking to change is too much to change passively. It is indeed difficult for manufacturers to suffer legal risks in gameplay, but not in violation of the law is only the minimum requirement for products, and even if there is no legal risk, similar infringement accusations are also detrimental to the development of the product itself.

Quadratic players who are named “Z Generation” are typical core player groups. They have high consumption potential, and they also have more ambition and desire for innovation. At the same time, they also attach great importance to the reputation of the product.

In GameLook’s view, domestic secondary developers often ignore the biggest advantage of this group of users: the inclusiveness of innovation can be said to have lost a lot of opportunities. Instead, manufacturers often take the initiative to touch the “bursting point” of such players: awareness of rights protection.

For some phenomenal products, falling into negative conditions may only have some limited impact. Manufacturers have the ability to modify products to meet the wishes of players, but for a product that lacks a strong background, the result may be fatal.

After many years of development, Chinese manufacturers have not lost or even surpassed Japanese manufacturers in the technical level of manual research and development. However, at the creative level, domestic secondary elements still have a long way to go.

Leave a Reply