Fit 3, puzzle, RPG? What are the new developments of overseas manufacturers occupying 4X games
China Nuclear Games is definitely a good class for Chinese overseas game manufacturers, and Chinese manufacturers have a place in the RPG and SLG markets. The writer combed and analyzed the “Top 30 Chinese Mobile Games Overseas Download List for January-December 2019” (hereinafter known as the download checklist) released by SensorTower, and discovered that among the 95 games on the 2019 download checklist, 23 were mid-core games. You can find much less many casual games on the checklist, but more than half of the mid-core games have entered the “Best 30 Chinese Mobile Games Overseas Income Checklist for January-December 2019” (hereinafter known as the income checklist) launched by SensorTower, with both downloads and income. You can find no gambling games in the 95 mobile games on the download list. You can find 70 casual games. The previous content has already been interpreted ("The promotion of ultra-casual puzzle games in 2019 can be a new trend?"). You can find 23 Chinese nuclear games, sports / You can find 2 racing games. The 23 mid-core games could be subdivided into 3 sub-categories, namely SLG, RPG, and shooting games.
Among them, SLG games have the largest number of 12 games, accounting for more than half of the full total number of mid-core games. There are only 8 RPG games and 3 shooting games. Although this year's RPG-type overseas games performed nicely, from the download checklist, SLG is still the focus of Chinese manufacturers' efforts to promote. The 12 SLGs that entered the download list in 2019 are from 9 publishers, which 7 are old games, and the rest of the 5 are new games released in 2019.
So, what styles and new activities do these SLG games that are near the top of the download checklist in 2019 show? 1. New Actions of 4X Game Makers 2020 4X games will be the sub-class with the highest IAP income inside mobile strategy games. The so-known as 4X games are usually strategy games with four basic elements: explore, increase, exploit, and exterminate. IGG's "Kingdom" is a typical 4X game. In the overall game, players need to build their own nation, build infrastructure, cultivate their own army, and fight other nations to expand their territory. 1. In 2019, Chinese manufacturers received 76% of global 4X game revenue Among the 13 SLG games that entered the download list in 2019, 4X strategy games will be the majority, with 7 games, more than half of the full total number of SLG games. In fact, 4X strategy games will always be a popular competition class for Chinese game manufacturers. According to App Annie data, since 2018, Chinese publishers have slowly occupied a dominant placement in the Western 4X game marketplace, and in 2019 received 76% of the global 4X game revenue. 2. 4X game trends in 2019 In most cases, the DAU of a 4X game isn't high, however the player's LTV (lifetime value) is higher. When you can achieve a huge DAU, 4X game revenue results will undoubtedly be very impressive. Some global games such as "Kingdom Era" have improved the fun of the overall game, and at exactly the same time have got helped expand the user base. According to IGG's semi-annual economic report for 2019, the amount of new users of Kingdom Era worldwide has exceeded 240 million, and the amount of monthly active users will be 16 million. In addition, following the exemplory case of eating poultry, the introduction of Battle Go by SLG can be a apparent trend during the past year. In 2019, Lilith's "Awakening of Countries" was the first ever to introduce the Battle Pass functionality in the 4X game, which allows players to get "passes" and accumulate exercise to obtain higher rewards. "Awakening of Countries" also designed the hero system in the overall game nearer to RPG games. With one of these new styles, the monthly earnings of "Awakening of Countries" exceeds that of "Kingdoms" at the end of 2019. 3. New activities for 4X game makers in 2020 Turning our eye to 2020, the author discovered that FunPlus, one of the leading companies in China's overseas 4X games, launched a modern warfare theme SLG "War Mania" upon January 7. Because the launch of "King of Avalon" in 2016 , FunPlus will launch at least one new 4X game every year to build the SLG product matrix, and it seems this year is no exception. Furthermore, FunPLus, as a leading producer, reacts quickly to trend changes. In 2019, numerous RPG games were effectively launched overseas. FunPlus also released the RPG cellular game "Devil Hunter" at the end of the entire year. Right now it has released 2 variations for different markets. I have no idea how in other regions, but in the united states market, this kind of subject issue is still extremely popular. FunPlus also released a puzzle game "2048 3D Plus" on January 21. In 2019, the distribution direction of IGG, a significant 4X game player in China, seems to have changed. So far, IGG has launched 2 RPGs and 1 match-3 game. It is worth noting these 3 games have match-3 elements, which appears to be optimistic about the match-3 market. The three games released by IGG in 2020 all contain match-3 elements, "Time and Space Jump: Broken Mirror" (left), "Monster Fable" (middle), "Hunters & Puzzles" right IGG released "Period Leap: Broken Mirror" about January 10th, a match-3 RPG game that allows players to create their own heroes to contend with guilds all over the world through match-3, strategy along with other gameplay in the background of the legendary story. "Monster Fable" released on February 2 can be a fantasy theme. 3D images and AR mode are also added to the overall game, which will be filled with innovation. "Hunters & Puzzles" uses hunting because the background of the story, and adds match-3 gameplay to obtain materials, and in addition supports multiplayer team hunting. Furthermore, these three games have a very important factor in keeping, supporting worldwide competition. From this viewpoint, the global same server seems to have become IGG's coup to expand the overall game user base. Lilith today released the Korean version of "Sword and Expedition", seemingly interested in getting into the Korean marketplace. After "Sword and Expedition" was launched on the Chinese marketplace in late December 2019, it won the fourth invest the global game income in January. Will the launch of the Korean version push the income of "Sword and Expedition" to a new high? keep tuned in. 2. MOBA games still have users to explore SLG mainly relies on long-term procedures and game depth, so it's particularly vital that you expand the overall game life cycle. Among the SLG games on the list, the lifeline of MOBA games appears to be longer. Both Tencent's "King of Glory" and Mutong Technology's "Endless Duel" show amazing vitality. They have been functioning for a lot more than 4 years since they went on-line, plus they are still near the top of the download and income list. "Endless Duel" has become an Indonesian nationwide game. SensorTower announced in January 2020 that thanks to the rapid growth in the Southeast Asian marketplace during the past year, the full total income of "Endless Duel" has reached 502 million US dollars. Furthermore, from SensorTower data, "Endless Showdown" has preserved a income growth rate around 36% during the past two years.
From the January-December 2019 download list, "Endless Duel" has been on the list, and it is a big income-generating player, and it continues to get heavily. It also proves in one side that the viewers of MOBA games is not fully penetrated. 3. What challenges does auto chess encounter in the brand new year? Auto chess is a popular and innovative game in 2019. In 2019, self-propelled chess is on fire. As well as the "Toto Auto Chess" and "Chess Hurry" in the desk, some manufacturers of MOBA games have also launched auto chess variations, such as Riot's "Game of the Clouds" and "Battlegrounds" of Hearthstone. ",and more. 1. The natural benefits of auto chess: easy to achieve multi-terminal intercommunication As a derivative of the MOBA category of games, auto chess gameplay provides MOBA players with a far more relaxed game environment, enabling players to experience the enjoyable of randomness in basic gameplay. Because of the simplification and randomness of the gameplay, auto chess has a natural benefit, that is, it can realize multi-terminal interoperability, such as PC and cell phones. The display and gameplay essentially have not changed significantly, and it will not have a great impact on the competition. The advantage of multi-terminal interoperability is that more users (especially users in developing nations) can participate in competitive games through cell phones. According to SensorTower, the most famous region for Auto Chess Toto will be South Korea, while the hottest region with regard to Chess Rush will be Indonesia. For a developed nation and a developing country, the distinction is reflected in downloads and income. With regards to download volume, the download volume of Chess Rush is a lot more than twice that of Auto Chess. In January 2020, the iOS+Google Have fun with downloads of "Chess Rush" arrived at 240,000, and the iOS+Google Have fun with downloads of "Auto Chess" reached only 110,000. 2. Among the great challenges of auto chess: monetization When I collection my sights about the income performance of "Chess Rush" and "Toto Auto Chess", I found that the income performance of both games had not been impressive. "Chess Hurry" has a turnover of 80,000 in January, and "Toto Auto Chess" has a turnover of 170,000 in January. Overall, because of the gameplay restrictions and commercial exploration of the auto chess game itself is not completed, monetization has nearly become the biggest challenge facing the auto chess game. The limitation of action is that the existing auto chess action does not provide any "energy" improvement, that is, you can find no other factors that affect the start of the overall game, so players won't spend money before playing; and through the game, players cannot buy What to raise the potential for winning. However, the existing commercial exploration of auto chess games still remains at the usage of players' "vanity" to profit. For instance, Auto Chess can be purchased straight in the shop, or uncommon chess boards could be drawn through gashapon. Favorite chess gamer (the part representing the ball player in the overall game).
"Toto Auto Chess" players can purchase chess boards inside the shop
But such a very simple monetization technique is far from enough for auto chess which has acquired many high-spending players from MOBA games. 3. The second excellent challenge of auto chess: user retention User retention can be one of the challenges facing auto chess. To begin with, from the viewpoint of gameplay, auto chess is very simple than MOBA games. Therefore, when players are familiar with the functions and guidelines in the overall game, they will feel boring, so the update of the overall game functions and guidelines in auto chess is essential. In addition, since the auto chess game is played by several players taking turns in a 1V1 game, it really is lacking on the societal level. Players cannot go through the excitement of fighting hand and hand with friends, which also makes players easy to lose. In 2020, Chinese overseas game publishers can make those innovations on SLG games, let us wait and see.
















