laitimes

The scene of the national wind game or the fastest landing in the meta-universe?

The scene of the national wind game or the fastest landing in the meta-universe?

Text | DataEye

Game + Meta universe = ?

Stop imagining and implementing, what will be the fastest product and the most commercial ability of Metacosmos in China?

How do I land? What is the size of the market? Which companies are already quietly laying out?

What would be the result of a 5-minute report that only yielded an industry-level dry conclusion?

The DataEye Institute recently studied more than 100 reports (including metaverse, game media, Gen Z, new consumption, VR/AR, blockchain topics) and found the "best C bit" for metaverse+ games.

This article strives to be rigorous and objective, more hardcore, has been in the subheadings and paragraphs at the beginning of the key points, it is recommended to enjoy slowly.

The core logic of this article: meta-universe game research and judgment market size measurement manufacturer product analysis

The specific context of this article:

First, the fastest landing scene in the meta-universe is most likely a national style game

(1) The essence of the metaverse game

(2) Characteristics of the meta-universe national style game

Second, the market size of the meta-universe national style game

(1) The scale of the meta-universe game

(2) The scale of the meta-universe national style game

(3) The end of the metaverse game

Third, the current situation and products of the meta-universe national style game

(1) The current situation of game products

(2) The company's ROE, research and development

(3) Disassembly of major products

4. Summary

(1) Meta-universe + National Style game to help the spread of Chinese culture

The essence of meta-universe games is "science and technology + media", and the meta-universe national style game is a new type of communication of Chinese culture. The theme of national style includes at least sub-themes such as Xian Xia, Wuxia, Three Kingdoms, and the Court. The rise of national style culture has benefited from the rise of a big country, stimulating the people's national cultural self-confidence, and also benefiting from policies to support the revival of traditional culture, as well as high-quality content and new media, short videos and other display methods to promote dissemination. Excluding imagination and vision, the most practical and basic attribute of the metaverse is, first of all, digital media. The integration of meta-universe and national style themes is the latest exploration of "science and technology + media" in China.

In recent years, high-quality content and various media have promoted the dissemination of national style culture. In recent years, high-quality national style film and television dramas, documentaries, variety shows, games, and music content have continued to emerge and go out of the circle. Film and television dramas include "Legend of the Paladin Sword", "Son-in-law", "Qing Yu Nian", variety shows and documentaries include "I Repair Cultural Relics in the Forbidden City", "Tang Palace Night Banquet", "Lantern Wonderful Night"; the game is represented by the "Tianya Mingyue Knife", "Heavenly Oracle", "A Thought of Escape", "Huayi Mountain Heart Moon" as the representative of the national style game, to the user immersive transmission of national style culture and aesthetics; from the perspective of the national wind music market, the young generation's favorite non-popular music genre, "national style" songs account for the highest proportion; at the same time, the short video platform efficiently gathers national style culture lovers to internet celebrities KoLs represented by "Little Cardamom" and "Plum Ziqi" spread the national style culture, and the topic of Douyin Chinese clothing was played more than 10 billion times...

(2) Characteristics: The national wind is supported by policies, the Z generation welcomes, and the model is more compatible with technology

1. Green light for policy support and supervision

Supervision will become the biggest influencing factor of domestic meta-universe games! At present, the large multiverse report on the market mainly focuses on the advantages, space, technology, and current situation of the metaverse, and most of them are imaginary components, but they do not consider the immediate influencing factor - supervision. For a long time, cultural media has been an area of great importance to China's regulators. The supervision of the game industry has been frequently strengthened.

The 2021 Game Review Scoring Rules point out that from April 1, 2021, low-scoring games will not be able to enter the queuing process of version number approval, and the quality of mobile game products will be taken to a higher level. Since 2019, the average number of games reviewed each month has fallen from less than 114 to 97 in January-July 2021. As for the meta-universe, people's daily newspapers mentioned in November: "At present, the speculation on the concept of NFT and meta-universe has spread to listed companies and secondary markets. Some behaviors such as rubbing hot spots and speculating on concepts are also arousing the vigilance of regulatory authorities."

It is not difficult to predict that the combination of metaverse and game is likely to produce addiction problems, which will inevitably be highly valued by regulators. Conforming to the development trend of domestic culture and cooperating with the will of regulators to "dance with shackles" is an inevitable choice for game manufacturers.

The scene of the national wind game or the fastest landing in the meta-universe?

Source: Game New Knowledge

National style games, especially xianxia themes, have more advantages under supervision. As of December, nearly half of the 14 newly reviewed games in China's IOS best-seller list were national style themes. The expression related to "science and technology + media" in the "14th Five-Year Plan" Cultural Industry Development Plan is: to promote the better combination of digital technology and artistic creation, dissemination and display, to cultivate more than 100 digital art experience scenes, and to expand and enhance the application of digital art display products in key areas and scenarios... Vivid display of Chinese culture.

The national style theme game is precisely derived from Chinese culture, spread chinese culture, and will have more advantages in the future in increasingly strict supervision. Among the national style themes, the Xian xia theme has more advantages over the martial arts, three kingdoms, and court themes, and the martial arts, three kingdoms, and court themes may be difficult to judge because of the wrong reference to historical backgrounds, such as chaotic historical dynasties in the game, wrong character relationships, etc., sacrificing the game experience or encountering public relations crises.

2. The audience is relatively wide and strong, and The Z generation welcomes it

Guofeng game has a wide audience and strong gold absorption. Tencent Research Institute released the "Guofeng Heavy Light Awakening - The Transformation and Innovation of Traditional Chinese Culture in the Game Field" report released in 2019, pointing out that the Guofeng game market has exceeded 30 billion, with a total of more than 2,300 game works, with more than 300 million users, accounting for 50% of the total number of game users, which has become a part of the Chinese game market that cannot be ignored.

Another set of data is that as of December, of the 14 newly reviewed games in China's IOS best-selling list TOP30, 6 are national style themes ("Three Kingdoms Strategy Edition", "Tianya Mingyue Knife", "HuayiShan Heart Moon", "A Thought of Escape", "Wulin Idle Man", "Floating Life for Qing Song") and 1 with National Style Elements ("Original God") accounted for up to 50% of the total. This shows that the national style theme "advantage of passing the examination" and "gold absorption ability".

The scene of the national wind game or the fastest landing in the meta-universe?

In December, 6 of the 14 newly reviewed games in China's IOS best-seller list were national style themes, data source: Game New Knowledge

The national style element was popular in the Z era. With its strong consumerity, youthfulness and extroversion of cultural characteristics, Guofeng Games has become the object of young people's pursuit, and up to 71% of Generation Z prefer China's local national tide and national style elements. The data shows that nearly 90% of the national wind enthusiasts of station B are Z generation, 70% of the national wind video UP main is Z generation, and the sales of Z generation ancient style clothing have increased by more than 300% for two consecutive years.

The scene of the national wind game or the fastest landing in the meta-universe?

3. The model fits and the technology is mature

According to the definition and assumption of meta-universe by meta, Microsoft, Nvidia, ByteDance, Tencent and other head Internet platforms, "openness, immersion, economic system, and civilization" constitute its commonality, respectively:

Openness: From the perspective of the feasibility of landing in the metaverse, open-world games may become the earliest commercial field. The "Legend of the Paladin Sword: World" developed by Mantianxing Studio, a subsidiary of CMG, is expected to be tested in Q3 2022, and the game combines open world, virtual reality, virtual performance, digital collection pet, virtual economy ecology, player co-creation and virtual and real integration, and is expected to become the real pioneering work of the meta-universe national style game.

Immersion: From the perspective of game graphics and technology, high degree of simulation is the basis of metaverse games. Tencent's "Tianya Mingyue Knife" adopts the self-developed engine Quicksilver engine, and NetEase's "Celestial Oracle" also adopts a variety of technologies such as self-developed engine and cloud intelligence, and the two game games have a cinematic game screen sense, which performs well in 3D online game graphics, technology and screen performance capabilities. It can be seen that from a technical point of view, the National Style Game has a very realistic scene effect and a degree of realism, which is significantly closer to the "immersion" required by the metaverse game.

Economic system, civilization: Due to the involvement of finance and culture, it is constrained by supervision and technology, and is still at the primary level and still needs to be explored.

(1) At this stage, the scale of meta-universe games is about 70 billion yuan, which is on the eve of the outbreak

Because the concept of the metacosm is too vague, in the market calculation part, we use a more conservative and rigorous estimation method.

At this stage, meta-universe games are mainly embodied in cross-platform games, which are relatively beginner. The DataEye Institute believes that the development of metaverse games needs to go through three key stages:

Phase 1 (2021-2030) – cross-platform content, social networking;

Phase II (2030-2050) – the concept of virtual/reality is gradually blurred;

The third stage (the ultimate form, after 2050) - the true Internet.

At this stage, metaverse games, mainly embodied in cross-platform games, are a relatively rudimentary form. A cross-platform game is the same game that can run on different platforms. The platforms that cross-platform games may involve usually include mobile, PC, console/handheld, AR, VR and other terminals. Some of the important development trends involved in the metacosm are also highlighted by cross-platform games, and cross-platform games have landed on multiple levels such as breaking platform boundaries, covering more people, and building social links. The maturity of cross-platform gaming technology (especially AR, VR) is expected to drive the further maturity of the metaverse concept.

According to the "2021 China Game Innovation Category Development Report - Cross-platform Games" recently released by Gamma Data, the scale of China's cross-platform game market has expanded year by year, and the market size has increased to 66.34 billion yuan in 2020, an increase of 20% year-on-year, and the market size is expected to exceed 70 billion yuan in 2021, an increase of 15% + year-on-year.

The scene of the national wind game or the fastest landing in the meta-universe?

The scale of metaverse games is about 70 billion. Referring to the scale of the cross-platform game market, at this stage, the scale of China's meta-universe game market is about 70 billion yuan (only a conservative estimate, many of Tencent Netease's games are not cross-platform, but have relevant technical capabilities, which can easily make the market "expand"). This market is expected to maintain a growth rate of 10%-20% by 2030.

The meta-universe game market is expected to explode, with a growth rate of up to 60%. Generally speaking, the popularity of new technologies and new hardware often drives the content industry to show explosive growth in the following 5 years. Referring to the process of domestic mobile games replacing terminal games, the mobile game market has a compound growth rate of about 78% from 2013 to 2017, and if it is not for regulatory reasons in 2018, the growth rate will remain high. Therefore, after the second stage (2030-2050), thanks to the maturity of basic conditions such as VR, AR, cloud computing, 5G6G, as well as the penetration of blockchain technology into metaverse games, content communities, and virtual currencies, conservative estimates are expected to drive the meta-universe game market to explode at an annual growth rate of 60%-100%.

The scene of the national wind game or the fastest landing in the meta-universe?

China's mobile game market has seen high growth of more than 60%, data source: iResearch

(2) The scale of the meta-universe national style game may exceed 17 billion yuan

The share of national style themes is about 25%, of which xian xia accounts for about 10%. In order to estimate the market conservatively and rigorously, let's start with a small point: the fairy tale genre. According to Gamma data, as of 2020, the size of the xianxia theme game only mobile game market has reached more than 22 billion, and as the popularity of xianxia theme products continues to rise, it is expected to grow to 25 billion in 2021. According to the "2020 China Game Industry Report" data, in 2020, the actual sales revenue of China's mobile game market reached 209.676 billion yuan. It is conservatively estimated that in 2020, the Xianxia theme will occupy 8%-10% of the mobile game market.

The scene of the national wind game or the fastest landing in the meta-universe?

The DataEye Research Institute's "2020 Mobile Game Annual Purchase White Paper" also supports this proportion: in 2020, the proportion of Xianxia themes accounted for 8.62%, which is a higher proportion of national style themes (including Xianxia, Three Kingdoms 9.77%, Wuxia 4.42%, and Palace 2.57%). As for the entire national style theme, the proportion of material release in 2020 will reach 25.38% (due to the conservative and rigorous calculation, it is not counted here for western journeys, legends or fusion themes with similar themes).

In 2020, the proportion of Fairy Tale themes was 8.62%, DataEye-ADX data

The scale of the meta-universe national wind game can reach 17 billion yuan, which is currently increasing and is expected to explode. Taking 70 billion yuan as the base, and then measuring the share of 8%-10% of the Xianxia theme games: in 2021, the market size of China's Xianxia theme meta-universe games will be about 5.6 billion to 7 billion yuan. Logic expands, the size of the entire national style theme meta-universe game market, conservatively expected to reach up to 17 billion yuan level / year. In terms of growth rate, it is consistent with the broader market: by 2030, this market size is expected to maintain a growth rate of 10%-20%, and after 2030, there may be explosive growth of more than 60%.

(iii) Metaverse games will eventually evolve into infrastructure

The DataEye Institute believes that from the second stage of metaverse games (2030-2050), vr, AR, cloud computing, blockchain and other technologies have matured, and the concept of virtual/reality has gradually blurred. At the end of this stage, the metaverse game began to evolve in the direction of metaverse life and metacosmic society, which is an important part of people's spiritual life.

Metaverse games will evolve into internet infrastructure. According to the definition and assumption of meta-universe by meta, Microsoft, Nvidia, ByteDance, Tencent and other head Internet platforms, "openness, immersion, economic system, and civilization" constitute its commonality. Based on these commonalities, at this stage, game products gradually transition to social, office, entertainment, and e-commerce complex products, and games only exist as one of the elements, or even not as the main element. This stage of the "metaverse game" can achieve the following typical scenarios:

Social: virtual identity social in the virtual world;

Office: VR brings online office without leaving home;

Entertainment: entertainment activities such as concerts in the virtual world;

Shopping: Virtual currency to buy physical or entertainment products.

Therefore, the size of the metaverse game market at the end of this stage may expand rapidly, and it needs to be viewed from the perspective of "Internet infrastructure".

(1) The status quo of the meta-universe national style game: the market is blank, Tencent is testing the waters, and the mobile game is a heavy fist

The meta-universe national wind game market is in the blue ocean. Only from the perspective of game development, the landing meta-universe guofeng game must at least have the following requirements for the company: the strategic layout is advanced; the funds are abundant and the research and development strength is strong; there are guofeng IP reserves; and there is development experience in the game industry, or AR/VR content.

The above four conditions have higher requirements for manufacturers, and therefore, the current meta-universe national wind game market is still in a relatively blank state. Can be counted as the meta-universe national style game products, only the following three.

"Let's Catch the Demon": Tencent's first AR exploration mobile game, "a test of the waters". Public beta in April 2019. The game is based on "LBS+AR" technology, benchmarking "Pokémon GO", with "Catch the Demon" as the core gameplay. Players can capture the demons around them through the AR function, cultivate them, and complete the functions of PVE/PVP battle, display, and transaction in the game. According to DataEye-ADX data, the game did not vigorously invest in a small amount of material before and after its launch in 2019. It can be seen that it is only Tencent's "test of the waters" against "Pokémon GO".

The scene of the national wind game or the fastest landing in the meta-universe?

Source: DataEye-ADX

Water Margin Drunken Iron Fist VR: is a martial arts action fighting VR game based on a classical novel, using virtual VR3D technology, produced by HXVR Studio and released in February 2021, landing on Steam. The game is built for VR, and players can experience "fist to flesh" melee combat. However, the game has not yet demonstrated cross-platform capabilities.

The scene of the national wind game or the fastest landing in the meta-universe?

Paladin Legend: World: Or the first open-world national style culture meta-universe game. Q3 testing is scheduled for 2022. According to media reports: it will be the first national style culture meta-universe game with open world elements in China. It is an immersive open world game with high freedom (large open world scenes, game range of up to 24×16 (384 square kilometers) based on the "Paladin Legend" IP world view. The game will also be the first domestic in-depth VR experience, and let players use VR equipment to truly incarnate virtual characters in the National Style Culture Meta-universe game, immersive experience "Royal Sword Flight".

To sum up: Tencent has tried the water unsuccessfully, the mobile game will play a heavy punch, and Hengxin Oriental has a layout. In addition, NetEase, Mihayou and other manufacturers are expected to have relevant technologies and may enter the market at any time.

(2) The company's ROE and research and development

This summary mainly examines the ROE (return on net assets) level and R&D expense growth rate of the three listed companies. ROE, used to judge the operational stability and profitability of three listed companies. R&D spending increases to determine whether the company continues to invest in R&D.

Due to the different listing markets, life cycles, business models, and revenue structures of the three companies. Therefore, the comparability is low, only for collation reference, and should not be used as an investment basis.

1、ROE

Overall, Tencent and China Mobile Games are relatively stable. The performance of China Mobile Games comes from game development, and Tencent's performance mainly comes from investment income and traffic advantages.

Source: Wind, Cartography: DataEye Institute

Look at them separately:

Tencent Holdings: Stable performance, strong investment profitability, with meta-universe development technology

In the case of a high net profit base in 2020 and enhanced domestic supervision in 2021, Tencent's revenue in the first half of 2021 increased by 23% year-on-year, and net profit increased by 46% year-on-year, which can be described as eye-catching. Among the net profits, the investment brought Tencent a profit of up to 40 billion yuan, accounting for about half of the net profit.

In 2020, Tencent's ROE (dilution) reached 22.71%, higher than most game companies, mainly because of the low-cost attributes of the investment itself. In addition, Tencent has a traffic pool, the sales expense ratio is extremely low, so the net profit margin is higher than most game companies, and in the whole of 2021, Tencent ROE is expected to be the same as in 2020, which is very stable.

Specifically in the layout of the meta-universe, Tencent's main measures are investment and acquisition, and there are fewer actions on products. As early as February 2020, When Roblox (the "first share of the meta-universe") completed a $150 million Series G financing, Tencent had already participated in the investment and exclusively represented Roblox in China product distribution.

Not only that, but Tencent has also invested in Epic Games, another meta-universe game company that is the developer of Unreal Engine, a 3D content and AR/VR content development engine. In addition, behind Snap, the leader of AR components and mirroring worlds, there is also Tencent's investment figure. After Tencent released its third quarter 2021 financial report, Ma Huateng said on the performance conference call that the company has a large number of technologies and capabilities to explore and develop meta-universes.

Medium mobile games: stable performance, game development business growth of 1.5 times, new products are worth looking forward to.

In the first half of 2021, the total operating income of CmEga increased by 27.2% year-on-year, and the net profit attributable to the mother increased by 36.8% year-on-year, which was also eye-catching. In the first half of the year, the ROE (dilution) of cmedgam is 7.05%, and the whole year is expected to be the same as that of 2020, and the operating stability is no less than that of Tencent. (In 2019, the ROE of mobile games fell sharply, mainly because the listing led to the expansion of total assets and the reduction of asset turnover, which is what all listed companies will experience, has no impact on the company's operation, excluding this factor, the ROE of the mobile game is expected to be at the level of 14%-17% in that year).

There are many highlights in the first half of 2021, of which the game development business increased by 1.5 times. In the first half of the year, mobile games launched several new games. Among them, including a number of large-scale IP adaptation mobile games jointly developed, such as "The Blood Route of the SeaFarer King" and "Douluo Continent - The Return of the Fighting God". In the first half of the year, the revenue of the company's game development business reached RMB567 million, an increase of 156.8% year-on-year.

Specifically in terms of the layout of the meta-universe, the self-developed Xianjian IP next-generation open world RPG masterpiece "The Legend of the Paladin Sword: The World" that is officially launched in Q3 in 2022 and the self-developed Xianjian IP next-generation open world RPG that is planned to be in China will be the first national style culture meta-universe game with open world elements in China.

Hengxin Oriental: Poor stability, profitability due to the appreciation of financial assets, AND the VR/CG business increased by 1.7 times

Compared with the stability of Tencent and China Mobile Games, Hengxin Oriental ROE lacks stability. The company lost money in 2020, and in the first half of 2021, although the company turned a profit, THE ROE turned positive. However, the turnaround was mainly due to the appreciation of trading financial assets and the profit and loss on disposal (rather than the profit brought by the main business). In the first half of the year, the company's net profit attributable to the mother after deducting non-recurring gains and losses was -44.8673 million.

Specifically in the layout of the meta-universe, the company's VR/CG image content production business achieved a high growth rate of 171.27% in the first half of 2021, achieving a better development effect. The VR products created by the company mainly involve two fields: VR entertainment and VR education. In terms of VR entertainment, it is working with VRC, a leading company in the field of virtual reality content creation in the United States, to develop the VR game "Godzilla vs King Kong VR". In terms of VR education, the "True Colors of China" project planned by the company's subsidiary Oriental Dream and China National Geographic is a national key external communication VR project approved by the Central Propaganda Department.

2. R&D expenditure increased

(The R&D expense ratio indicator is not used because individual companies have higher revenues in other businesses except games, and R&D expenditure/total revenue is not comparable)

Tencent Holdings: Steady growth in R&D expenditure

Tencent's R&D expenditure growth rate has remained at a level of 30% for a long time, which is very stable. In the first half of 2021, Tencent's R&D expenditure increased by nearly 35%, higher than the 22.7% increase in total revenue, which is at the middle level among the three companies.

Specifically in the research and development of meta-universe, on the one hand, Tencent has touched a large number of meta-universe companies through investment, such as Tencent is an investor in the meta-universe platform and the famous game development team Epic, which owns 40% of Epic's shares. On the other hand, Tencent also has related technologies, and at the third quarter results meeting, Tencent said that in the 2022-2023 fiscal year, it will increase investment in virtual reality product research and development in the game sector, based on its game and social media foundation, Tencent will explore and develop the meta-universe like a building block through a large number of technologies and capabilities.

Mid-mobile games: R&D accelerated and increased

In 2020, the R&D expenditure of mobile games increased by nearly 30%, slightly higher than that of Tencent, and in the first half of 2021, the R&D expenditure of china mobile games increased by 55.43%, which opened a significant gap with the other two companies, and was also higher than the growth rate of 27.2% of the total revenue of mobile games. It can be seen that in recent years, mobile games are continuing to increase their investment in game research and development business and expand their research and development teams.

Specifically in the research and development of meta-universe, CMG currently has three wholly-owned R&D subsidiaries Wenmai Interactive, Beijing Softstar and Shanghai Softstar, as well as self-developed studios "Mantianxing Studio", "Zero Point Studio" and "Dayu Studio", and has also invested in nearly 30 developers, and its R&D personnel have reached 800 people. According to reports, the development of "Paladin Legend: World" is from the self-built R&D team of China Mobile Games "Mantianxing Studio", which has the industrial development capabilities and core competitiveness of the next-generation world RPG category games, and its core members are from first-line research and development manufacturers, and have more than 13 years of game experience. The team currently has more than 150 people.

Hengxin Oriental: Tighten R&D spending

In the past two years, the growth rate of Hengxin Oriental's R&D expenditure has fallen sharply, falling to a record low of 7.45% in the first half of 2021, significantly lower than the 31.79% increase in total revenue.

Specifically in the research and development of meta-universe, the company's financial report said: the company has built a full set of VR interactive creation system, with vr and CG products of high-quality research and development strength, has a wealth of experience in the development of a variety of large-scale IP cooperation, for the VR and CG production users encountered many problems, formed a lot of rapid and effective solutions.

Because "Let's Catch the Demon" is only a "test the water" product, it is not currently a key operation, while "Water Margin's Drunken Iron Fist VR" only runs on the VR side and has not yet shown cross-platform capabilities. Therefore, we will focus on the analysis of "Paladin Legend: World", since the game has not yet been tested, the following is from public reports.

Xianjian IP + open world gameplay + cross-platform. "Paladin Legend: World" is a high-freedom, large-scale open world scene, game range of up to 24×16 (384 square kilometers) immersive open world game based on the "Paladin Legend" IP world view, with open world, virtual reality, virtual performance, digital collection pet, virtual economy ecology, player co-creation and virtual reality fusion seven characteristics, while supporting PC, host, mobile terminal, VR and cloud games and other mainstream hardware devices and experience modes.

"The Legend of Paladin: The World" has been established for nearly two years, with a research and development team of more than 150 people, and it is determined that the scale of R& D investment will reach "hundreds of millions". The product is expected to be tested in Q3 2022 and officially launched in 2023.

The scene of the national wind game or the fastest landing in the meta-universe?
The scene of the national wind game or the fastest landing in the meta-universe?

Features a metaverse game. According to the plan, the game already has all the basic core characteristics of the metaverse: cross-terminal anytime, anywhere joining, immersive experience, virtual identity, strong sociality, free creation, economic system. Specifically for players:

High immersion: With the help of VR equipment, players can truly transform into any virtual character in "Legend of paladin: World", fly the royal sword, perform heroic battles, enter the real and believable world of immortal swords, and interact with flowers and trees, six realms of immortals and other players.

The initial fusion of virtual and reality: for example, listening to a virtual concert in the game, and using the xianjian character to play an immersive script killing with a real scene. In short, players in Paladin: World can experience a wide variety of virtual content across the limits of time and space.

The scene of the national wind game or the fastest landing in the meta-universe?

Own unique digital assets: for example, incubate a Royal Spirit from Paladin VII in the game, cultivate quality and personality, and collect it as a collection or give it to others. In addition, players can also buy land houses in the game, build shops with their own ideas, decorate rooms, and even list their own sword game content (including music, paintings, novels, etc.) in the shop. All the content generated by the player in the game can be converted into digital assets with virtual identities.

The "Immortal Sword Metacosm" is a door to the broader metaverse. Xiao Jian, chairman and CEO of Cmega, once said that the Xianjian Yuan universe is a platform for lovers of national style culture, including two completely parallel worlds of reality and virtual, and players can enter the "Xianjian Yuan universe" anytime and anywhere, making friends, playing, creating, competing and trading in the virtual world. Different from the previous VR game products, the Xianjian Meta Universe will open up low-threshold UGC tools for players, players can create characters, plots, scenes, and also create NFT-based Royal Spirit gameplay, players have their own unique data assets. "The 'Immortal Sword Meta universe' will also be a branch of the Mid-Mobile Game Meta-Universe, and players can also link other nodes accordingly to integrate into the virtual world of the Mid-Mobile Game's Great Meta-Universe."

In addition, Xianjian's first community platform is also scheduled to be launched in mid-2022, and the Xianjian community can provide cross-terminal communication, content co-creation and monetization tools in the future, becoming a fan gathering area of "Indica Rice" and a resource distribution center between the official and user groups.

IV. Summary: Why is it a national style game?

After in-depth research, dataEye Research Institute, in accordance with the core logic of "meta-universe game research and market size measurement manufacturer product analysis", hopes to find the most grounded and most suitable for the domestic game industry. Considering regulatory policies, audiences, commercialization and other dimensions, the DataEye Institute has come up with a predictive judgment:

Meta-universe in the fastest landing in the country, the most commercial ability of the product, the probability is the national style game!

This is the most likely result of the joint efforts of the national will and cultural development, from the industrial technology and manufacturer layout to the audience market and the player group.

At this stage, the DataEye Institute believes that metaverse games are mainly embodied in cross-platform games, which is a relatively rudimentary performance and the most likely category to evolve into metaverse games. Further, with a cautious and conservative attitude, we calculated that the scale of domestic meta-universe national style games in 2021 may exceed 17 billion yuan, of which the fairy tale theme is expected to reach 7 billion. This market size is expected to maintain a growth rate of 10%-20%, and the head manufacturers have the ability to "expand" the market, and after 2030 or with a growth rate of more than 60%.

Specific to game manufacturers, Tencent has failed to test the waters, the mobile game will be a heavy punch, and Hengxin Oriental has a layout. In addition, NetEase, Mihayou and other manufacturers are fully equipped with related technologies, which is very potential.

Among them, it is worth looking forward to is "The Legend of paladin: The World", which is expected to be tested in Q3 of 2022, the game combines open world, virtual reality, virtual performance, digital collection pet, virtual economy ecology, player co-creation and virtual and real fusion elements, and is expected to become the real pioneering work of the meta-universe national style game, or become the next epoch-making product after "Original God".

Although the meta-universe has been fired from abroad to China, it is expected to find the first landing point in the more developed domestic game industry!

This time, the meta-universe is expected to be the first player in Chinese, Chinese culture, Chinese IP, and Chinese game company game companies to break the game, land, and climb to the peak!

In the domestic game industry, the metacosm is not a concept, but a prescient!

Read on