Chapter 138 Chinese Cthulhu



Chinese game developers aren't lacking in talent or technology; rather, they're unwilling to invest in single-player games where the returns are unpredictable.

They were unfamiliar with this way of playing.

Especially for companies like Tencent, online games use various methods such as QQ and WeChat to attract users.

Buy a famous IP, then develop a mobile game based on the IP, attract users, and then set up various monetization methods to entice players to spend money.

Traffic can be monetized instantly.

More importantly, if players are willing to spend money, the game's data will immediately provide positive feedback to the administrators.

Let the managers know that I can allocate resources to this game appropriately, since traffic is practically free for Tencent.

Just like how Qidian used to select good works for recommendation based on editors' taste and certain data, but now it's all about following the reader's progress, this is the mindset of internet operations.

Reading more novels can lead to advancement and better recommendation positions. Currently, the recommendation positions during the new book season on Qidian are essentially a form of "cultivation."

Data determines everything.

The same applies to games. Games with high revenue and profits will receive more traffic and more resources for development, art, and planning, creating a positive cycle.

During the peak years when adapting anime IPs into mobile games was all the rage, Tencent developed numerous mobile games based on anime IPs.

Naruto, Dragon Ball Z: Dokkan Battle, Saint Seiya, Dengeki Bunko: Crossing Void, Naruto Shippuden: Ninja New Generation, Fairy Tail, Dragon Ball: The Strongest Battle, Fox Spirit Matchmaker, Hunter x Hunter.

As a result, only Naruto is still active now, while Saint Seiya, which used to have some popularity, was last updated more than a year ago.

The timeframe here is the end of 2022. If it's March 2022, then Tencent's Saint Seiya hasn't been updated for 11 months.

Naruto is the surviving king among these mobile games adapted from anime IPs.

Tencent's approach is simple, brutal, and highly profitable.

However, when making single-player games, the investment and returns are very unclear.

First, the range of game types available is very limited, otherwise it would be impossible to obtain a game license. Second, there is the issue of piracy.

Another crucial point is that the players cultivated by the domestic game industry over the years do not accept the one-time payment method.

They can easily spend 648 yuan on in-game purchases without feeling it's expensive, but most would think spending several hundred yuan on a console game is too expensive.

(This is my personal thought process. Before, I could easily spend 648 RMB on in-game purchases in Onmyoji without feeling anything. But after I bought a Switch, I started to feel that spending 200-300 RMB on games was a bit expensive.)

Fortunately, Steam has existed in recent years, and more and more Chinese players are willing to pay for console games.

Domestic companies that specialize in console games can also find a way to survive.

However, given the current environment, Genshin Impact has become a rare gem in the Chinese gaming industry in recent years.

Genshin Impact borrowed some elements from The Legend of Zelda (to put it mildly), but its innovative monetization model and the profits it brought to miHoYo probably opened Nintendo's eyes as well.

On one hand, there are pay-to-win games with stable returns on investment; on the other hand, there are console games with unpredictable returns on investment.

It's obvious how a company will choose.

But Chen Chi and Chen Ran always harbored fantasies: what if this time is different? What if things change this time?

Maybe Tencent would be willing to invest in making a Souls-like console game?

Men are boys until they die; they always have fantasies.

For the sake of what you love, give it your all.

“I don’t think we necessarily need to make a Western fantasy-style Soulslike game. Song Lin and I have never worked with the Western fantasy art style before, so it’s hard to get the balance right.”

"Moreover, although we have all played a lot of console games, are familiar with Souls-like games, and are no strangers to Western fantasy worlds, it is difficult for us to create that kind of feel when making this type of game."

"For example, those witty British slang terms, and some jokes that only hardcore D&D fans would understand. These are insurmountable gaps, rather than creating a Western fantasy setting for us fans."

"Why not make something with Chinese characteristics?"

"I think it's entirely possible to make a Souls-like game with an ancient Chinese Cthulhu theme, connecting ancient Chinese architecture, mythology, and Cthulhu."

"In fact, Black Myth: Wukong is a very good example to learn from."

The release date for Black Myth, originally scheduled for May 30, 2023, has been delayed. Game Science has now announced that the release will be postponed to the end of September.

After the scene artist shared his ideas, he showed everyone the scene design he had created.

The traditional Chinese architecture with its upturned eaves and carved beams and painted rafters appears particularly eerie against the dark background, with the endless, pitch-black mountains behind it creating a unique sense of oppression.

He has always been passionate about this style of painting, but he has never had the opportunity to showcase it.

As the producer and the team leader, Chen Ran asked, "It's a very simple question: how does this art style look in VR?"

"Because VR visuals are 3D, we cannot think about scene art design with a two-dimensional mindset."

"Furthermore, when choosing a subject matter, we must not choose the Four Great Classical Novels, let alone Journey to the West."

"It's almost impossible to get a game license if you use the Four Great Classical Novels to create a dark-themed game."

Someone asked, "What about Wukong from Black Myth?"

Chen Ran sneered, "They will definitely go through the platform release route, most likely Steam, because they won't be able to get a game license."

“We can think in the direction that Xiao Li just suggested. I also think that a Chinese Cthulhu is a direction that is easy to create highlights.”

"However, there are a few questions you need to consider. First, if you can't get a game license and can only release the game overseas, how do you attract overseas players?"

"Getting a game license would be ideal, of course. But how do we avoid players accusing us of plagiarizing Black Myth: Wukong? Even if it's just a similar art style, we can't avoid that label. Of course, that's not the important issue; we just need an explanation to clear our names when the time comes."

Having worked at Tencent for a long time, I've gotten used to being accused of plagiarism, whether it's in games or business models.

"In addition, the PVE difficulty design, combat system, and combat mode are the most crucial aspects."

"For Soulslike games, background story, art style, character design, and item design are all pluses, but the combat mode and combat design are the most crucial. How can we make players feel good at the same time, and also make them suffer to the point of death?"

"This is very important."

"It's not just about high difficulty to attract players; high difficulty is just a superficial phenomenon."

"How to create positive feedback from small, incremental growth and make players feel their own growth is what can continuously attract players."

"Of course, there are many things I haven't thought of yet. We need to think about them slowly and gradually form a complete plan."

"Time is tight and the task is heavy. We need to come up with a relatively complete plan within a month."

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