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Roll up to the end are their own people? In April, the revenue of 9 new mobile games in the world exceeded 30 million, and 8 were made in China

Looking at the present, like the popular concepts of boutique and industrialization, globalization has become the standard in the industry. However, not to talk about income, going to sea is like falling in love without marriage as a hooligan, in the sea market where there are tigers in the front and new recruits in the back, how many people really eat meat and drink soup?

According to Sensor Tower's statistics, according to the single game package only count Appstore and Google play, in April 2022, the world's newly launched mobile game products, the first time to cross the 30 million yuan monthly revenue threshold of only 9 new games, considering that there are so many new games in the world, it is surprising that this list is really so short, and there are so few new games that can cross the 30 million level revenue volume.

From this list, peers can clearly feel the changes in the competition situation in the global mobile game market, from the results, 8 of the 9 games are developed for Chinese companies, Chinese companies are undoubtedly the biggest winners in the new game competition in the global mobile game market in April, the most prominent performance of this issue of Purple Dragon, 2 of the 9 models are issued by Purple Dragon.

Globalization provides a broad stage, and domestic mobile games are becoming more and more powerful

Among the 9 mobile game products on the list, 3 are from the Chinese market, 3 are from the Chinese, Hong Kong, Macao and Taiwan markets, 2 are from the Japanese market, and 1 is from the European and American markets, which are also valued by Japan, and the Korean market, which is also valued by Japan, has a white roll, which shows the lack of new games in South Korea in April.

Of course, the most important thing is that 8 of the 9 products are from Chinese manufacturers, and the only product that is not developed by Chinese manufacturers is Kakao's "Odin: Rebellion".

Like most of the products on the list, Odin: Rebellion is not a "new game" in the strict sense of the word.

"Odin: Rebellion" was launched in South Korea in July 2021, and completed the top three weeks of the best-seller list, breaking the undefeated golden body of Heaven "Only Heaven Can Defeat Heaven". On March 29, "Odin: Divine Rebellion" was launched in Hong Kong, Macao and Taiwan, China, and within two days of its first release, it completed the achievement of reaching the top of the App Store free list and best-selling list of the three places, and the traditional version in April is estimated to flow nearly 100 million yuan, ranking among the top three.

Roll up to the end are their own people? In April, the revenue of 9 new mobile games in the world exceeded 30 million, and 8 were made in China

"Return to the Empire" and "Dragon Country Story", which ranked above "Odin: Rebellion", are also the only two products in this list with an estimated flow of more than 100 million. Among them, "Return to Empire" is Tencent Tianmei Studio's self-developed multi-civilization theme SLG, with an estimated flow of more than 150 million yuan on the iOS side in April, and "The Story of the Dragon Country" is a Japanese adventure theme MMO mobile game developed by Purple Dragon Games, and the estimated flow of iOS in April is more than 100 million.

Roll up to the end are their own people? In April, the revenue of 9 new mobile games in the world exceeded 30 million, and 8 were made in China

The 4th-ranked "Eye of Deep Space" is a familiar face, and its developer Yongshi Network is the co-developer of "Blue Route", so the game has attracted the attention of second-dimensional players before it is launched. In fact, on the same day of the line, "Eye of Deep Space" topped the App Store free list and reached the top ten of the best-seller list.

Roll up to the end are their own people? In April, the revenue of 9 new mobile games in the world exceeded 30 million, and 8 were made in China

It is worth noting that the launch date of "Eye of Deep Space" is April 22, in fact, the operation time in April is only 9 days, and the 9-day iOS side is estimated to flow nearly 60 million, and the domestic secondary market has indeed become a mainstream market, which should not be underestimated.

Lingxi's "オリエント·アルカディア" is the japanese version of "Three Kingdoms Fantasyland", and the "AZUREA-空の唄-" developed by Purple Dragon Agent NetEase, that is, the "Celestial Mobile Game" Japanese service version, is also the only two new games on the Japanese market, and the estimated turnover of these two games in April exceeded 35 million yuan, if it were not for the special reasons of the sharp depreciation of the yen in April, and the release time of both games was chosen in mid-April. Their monthly income will be higher.

The 7th place "Secret Legend: The Remains of Shenmu" was written by 4399, and the Chinese Traditional version was distributed by Rubik's Cube Digital, which attracted more than 1.2 million reservations with the typical Hong Kong, Macao and Taiwanese style star endorsement model before it was launched.

Roll up to the end are their own people? In April, the revenue of 9 new mobile games in the world exceeded 30 million, and 8 were made in China

Several other games have an estimated April turnover of around 30 million. Among them, in addition to FunPlus's "Call of Antia: Match 3 RPG" launched in October last year, the rest of the products were launched this year, interestingly, "Call of Antia: Match 3 RPG" is also the only "new tour" in the European and American markets with an estimated turnover of more than 30 million yuan in April.

Old rival foreign manufacturers, new rival Chinese manufacturers themselves

From the category point of view, the list of MMOs accounted for the largest proportion, 9 of the 9 models are MMO, 2 quadratic, the rest is SLG, match RPG each.

MMO is the traditional dominant category of Chinese game manufacturers, but in recent years, although the days in the Chinese market are not sad, they have also fallen into a dull period of lack of innovation and few explosive models.

Roll up to the end are their own people? In April, the revenue of 9 new mobile games in the world exceeded 30 million, and 8 were made in China

In this list, the number of successful MMO products is large, and in GameLook's view, it is not that overseas preferences for MMOs exceed SLGs and other types of games, but that MMOs are more likely to adopt explosive marketing in major Asian markets, which can quickly increase revenue.

At the same time, the overseas market, especially Japan's love for domestic MMOs, has gradually been cultivated and explored, successfully matching the demand for domestic MMO capacity spillover and opening up a broader market.

Relatively we can also see that although the integrated innovation model of "match-three +" has been very popular in the European and American markets in the past two years, it has spawned over 100 million hits, including "Project Makeover" of the space-time illusion, "Puzzles & Survival" of Sanqi. Sensor Tower related reports also pointed out that the annual output value of educational mobile games in the United States reached 5 billion US dollars, and the match three was the largest of them.

Roll up to the end are their own people? In April, the revenue of 9 new mobile games in the world exceeded 30 million, and 8 were made in China

However, it is not difficult to find that the "match-three +" has a high standard for the examination of innovation, coupled with the emergence of a large number of innovative match-3 and merged play products, such as "EverMerge" and "Merge Mansion" with a monthly income of 50 million yuan, etc., the dividends of the track are becoming more and more difficult to grasp.

The biggest problem reflected in the list is that there are not many new game "indicators" that achieve scale revenue in the global market every month, and at the moment when more and more attention is paid to long-term operation, the degree of new products is bound to be better than before. Although from the absolute quantitative dimension, Chinese manufacturers have great advantages, but this is due to the particularity of the Chinese game industry, making Chinese manufacturers more specialized in mobile games, coupled with the awareness of boutique products deeply rooted in the hearts of the people, Chinese manufacturers have gone to sea in many emerging themes, categories and tracks, have formed a dimensionality reduction blow to local game manufacturers.

However, once the traditional advantageous categories of local manufacturers are touched, the resistance of Chinese manufacturers will increase significantly. For example, in Japan, Chinese manufacturers can use "Dragon Fantasy" and "Celestial Mobile Game" to open the MMO market, but it is difficult to leverage the supremacy of "Monster Marbles" and "Zhilong Maze" with a new product. For example, China's match 3 + products are frequently produced, but it has been difficult to shake the domination of products such as "Candy Crush Saga" and "Dream Home" in the European and American markets.

Roll up to the end are their own people? In April, the revenue of 9 new mobile games in the world exceeded 30 million, and 8 were made in China

37 Interactive Entertainment executives also pointed out at the recent performance briefing that There is no dividend for Chinese game manufacturers to go overseas, and more overseas market share is still in the hands of overseas local game companies.

In addition, the highest-paid head new products are still from the Chinese market, on the one hand, it is true that going to sea is still in a continuous learning period, on the other hand, it also shows that although it is currently making great progress, under the premise that it is difficult to break into the advantage track of overseas manufacturers, the main competitors of Chinese manufacturers are still Chinese manufacturers themselves.

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GameLook Daily Game Industry Report

Global vision / depth is material

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