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The 3rd CIGC Summit Brings Together the Latest Cutting-Edge Perspectives in the Industry

The Summit Forum is one of the most gold-laden agendas in each CIGC, and every year industry elites from different companies gather to exchange and share their different views on the development of the industry. The guests of this year's CIGC Summit Forum also included elite representatives from different countries and different industries, and conducted in-depth discussions on the future development of the pan-entertainment industry, the game industry and the IP market.

The 3rd CIGC Summit Brings Together the Latest Cutting-Edge Perspectives in the Industry

Gold medal producers from SNKP in Japan spoke at the summit forum

Two gold medal producers from Japan, Taiyuki Oda, producer of "King of Fighters 14" and Mr. Kei Yamamoto, producer of the "Metal Slug" mobile game, expressed their views on the future development of the game market and the IP market from the perspective of a more international Sino-Japanese exchange at the summit forum. When the IP fever spread to the world, many classic games and anime IP in Japan have also become the objects of favor of domestic manufacturers, for this boom, the two guests from Japan behaved very rationally, on the one hand, they said that whether it is IP or game works, they need to be more distinctive and more valuable. On the other hand, it is also proposed that the value of IP should be what can be learned from it, rather than just limited to its commerciality. For the supervision problem that is a headache for domestic manufacturers, Oda Yasuyuki, producer of "King of Fighters 14", also said that to solve this problem, it is mainly necessary to strengthen the understanding of both sides and reach a consensus on the standards and requirements for IP adaptation.

The 3rd CIGC Summit Brings Together the Latest Cutting-Edge Perspectives in the Industry

Six participants in the IP Forum

In response to the concept of IP, Li Bin, vice president of Aofei Entertainment, also put forward a very cutting-edge view, he believes that the industry's understanding of IP is biased, not all novels, animations, games or film and television content can be called IP, IP must be a concept that can be abstracted from the original storyline, and can continue to gain a foothold in multiple industries. Therefore, the establishment of IP requires long-term planning, and all industries in the film and television industry need relative concessions in the process of building IP. If you really want to do an IP well, it may take 10 years or more to prepare.

Zhu Jing, vice president of Tencent Literature, also mentioned that in the field of literature, in addition to xianxia and fantasy, there are actually many other types of IP that have not been fully utilized, but with the continuous addition of game manufacturers, there will never be only one way to play in the market, nor will there be only one game routine, and more and more people will try to innovate and then explore more kinds of IP resources.

The 3rd CIGC Summit Brings Together the Latest Cutting-Edge Perspectives in the Industry

Six participants in the game forum

For the new changes in the future of the game industry, the six guests participating in the game forum invariably looked forward to the possibilities of the VR market. Chen Chen, chairman of Molin Group, defaults to the fact that VR should be able to subvert many industries, and there will really be no boundary between movies and games in the VR era. That is to say, all movies will lead to interactive elements, all game screens, shots and narrative methods, story structure, character shaping must learn from the movie, and even the boundaries between the director and the game producer will become blurred.

At the same time, for the relationship between game manufacturers, products and users, the six big names in the game industry also have a new understanding. The future of the game will be under the "Internet +" thinking to the user-oriented era, China's game manufacturers are the most respectful of the player's opinions of the manufacturer, the game itself is the purpose of bringing happiness to the player, this should not change. This view, in the words of Chen Mo, chairman of Molin Group, is to change the mentality of making games from making software and products to making a platform that can interact with users, in the words of Cao Kai, chairman of Yifan Network, it is hoped to "blend with water and milk" with players, so that everyone feels better when they are together.

The 3rd CIGC Summit Brings Together the Latest Cutting-Edge Perspectives in the Industry

Five participants in the Pan Entertainment Forum

In fact, in addition to the game industry will have a new development direction such as the VR market, the entire pan-entertainment field is also constantly seeking innovation and breakthroughs, in the current market environment, the construction of the pan-entertainment interactive industry chain can not be delayed. This year's CIGC's pan-entertainment forum is to discuss the future development of the pan-entertainment industry under the current situation of the rapid integration of games, film and television, animation, literature and other industries.

Zhu Laobai, artistic director of "Journey to the West: The Return of the Great Sage", mentioned on the forum that in fact, the concept of pan-entertainment has existed in China since ancient times, and the popular two-dimensional bullet screen culture is also similar to the annotations on ancient novels such as "Dream of the Red Chamber", these concepts since ancient times, but need to be excavated by people in the industry, make better entertainment Chinese themselves, and make chinese people like it more. Zheng Huaping, CEO of Mango Interactive Entertainment, took the popular variety show "Full Acceleration" as an example, indicating that the current film and television industry is also already producing programs in reverse with the concept of games, and this will be a process of integration in the future.

Ke Zhixiong, editor-in-chief of "Fast Company", believes that in order to make a grand market and a broad prospect, the pan-entertainment industry needs to be divided from the dimensions of values and methodology: the three dimensions of values, neutral is called memory, benign is called pleasure, and relatively negative is called addiction, and every industry person must grasp these three scales when doing things. Methodology requires softer software and harder hardware. Soft to include cutting-edge research in psychology, hard to brain science, neurobiology. The current market status quo is nothing more than the flow of money in several industries in the entertainment industry, which is not enough to support a broad prospect, and the real grand prospect is to see a broad business world.

Luo Yingxi, vice president of Xinghao Entertainment Group, specifically mentioned the "sense of substitution". Games or movies are entertainment products that give the audience a strong sense of substitution, if the sense of substitution of the movie and the sense of substitution of the game are combined, and then jointly discussed and executed by various industries, the point of pan-entertainment can be gradually enlarged.

In 2016, CIGC gathered the latest cutting-edge views of industry elites and staged a unique brainstorming at the summit forum, and the real market development will only be more rapid and colorful than predicted. The development of China's pan-entertainment industry needs more collisions of avant-garde views and more fresh ideas guided by play hearts.

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