Re: [情報] 服貿與台灣業界
看板GameDesign (遊戲設計)作者aokitaka (Goshawk)時間10年前 (2014/03/22 00:45)推噓15(15推 0噓 97→)留言112則, 11人參與討論串5/9 (看更多)
前戲谷執行長洪岳農:服貿對遊戲業影響微乎其微
http://goo.gl/eXwAwY
從內文中擷取一段:
「做得出好遊戲,就算審批期是六個月,大陸的營運商也會願意為你打通關節,
把遊戲偽裝成內版在中國上市。
做不出好遊戲,審批期是兩個月也會在中國市場一敗塗地。
更何況,審批期兩個月,只要退件一兩次,就跟審批期是六個月沒什麼差別。」
大老闆們所圖的,是希望能進去廣大的中國市場分一杯羹。因為他們表面看到
的是覺得看起來一款中等的遊戲產品,在中國一個月就能賺上千萬人民幣。只要
自己公司能夠量產或代理當地產品,不就能賺到噴出來嗎?而且現在反正也沒什麼
起色,能減少一些進去的障礙,即使是一點也好,也許就多個賺錢的機會。
而我去中國看到的現象是:
1.掌握網路媒體,你的遊戲才有上檯面的機會。
每天都有5個以上的遊戲CCBCBOB,到媒體上發個新聞稿不到三分鐘就被其他家的
新聞稿淹沒,就算下重本砸行銷,公司沒名氣關係不好,也沒多少玩家會知道你
的遊戲。
2.平台為王。
如果自己沒辦法打造有利的平台,那只能跟擁有網吧、金流等渠道的其他家平台合作,
分成比例只能掌握在人家手裡。
3.高速產出與反應。
嚴格來說,中國市場是「遊戲製造業」,即使你的遊戲受歡迎,一兩個月後就會出現
同質的遊戲產品,有些甚至明顯著抄襲,然後再以更快的速度提供大量內容給玩家。
營運也用更多花招吸引玩家,短時間內就讓你優勢盡失。
其實真的要說,如果中國市場這麼好賺,當年MMORPG風行的時候早該賺到翻了。
還需要等到現在嗎?
台灣遊戲產業真正需要的不是什麼服貿,而是好好靜下心來看看這個市場,還有好好
精進技術。做轉珠遊戲的那麼多家,為何只有神魔賺到爆?
--
※ 發信站: 批踢踢實業坊(ptt.cc)
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