Author: Zhou Xiaobai
[TechWeb] September 21, at the TGDC 2019 Tencent Game Developers'Conference, Yao Xiaoguang, vice president of Tencent, delivered a keynote speech in which he explained the value of the game and why we need to make home-made self-developed games.
In 2011, digital games were defined by the American Arts Foundation as
Yao Xiaoguang shares data that show that the average online time of game users is about 48 minutes, with a pay penetration rate of about 6.5%. Users don't spend much time playing games, and only a few people spend money on them. Generally speaking, games are a healthy way of entertainment in life.
At the same time, Yao Xiaoguang also mentioned that, unlike other fields, game is a global competition without threshold. Overseas games once dominated the domestic game market until domestic games gradually rose. Domestic games accounted for about 8% in 2002, 40% in 2008 and nearly 70% now. This is the result of the joint efforts of all practitioners.
Yao Xiaoguang said that more and more games in China are entering top game clubs, which can be compared with overseas big games. Domestic games are also starting to export overseas. The most talked about in the past two years is internationalization of going to sea. Overseas income is also rising. And I believe that the next two years will be more and more big. (Zhou Xiaobai)
Following are the facts of Yao Xiaoguang's speech:
Back many years ago, when I was in my second year of junior high school, I wanted a computer. In those days, I told my parents that I needed a computer. My father asked the teacher if he could buy a computer for his children. The teacher said he could not buy it because it would affect my study. He asked his colleagues and other parents around him. They all say that they can't buy it. It will affect their study. Even if you do, it will affect their children's life. Just like today's children who play with mobile phones are challenged by their parents. After more than two years of struggle, I finally convinced my parents that when I bought a computer, I promised them that I would study, but I would still use it to play games. At that time, I came into contact with a game called DIABLO Diablo. When Windows was very unstable, it was very easy to open a Word and several tools, then it was very easy to blue screen. In this era, there was a game like Diablo. At that time, I really felt that the game software was more advanced than other games. Things.
That year, playing Diablo was my seventeenth birthday. The last big Boss was not knocked off. After the children celebrated their birthday together, two of them were left behind. Three of us surrounded the computer together. One of us was responsible for helping me with 1234 blood, I was responsible for using the mouse to move around, the other was responsible for making tickets back to the city. Three of us did so. Through countless transfers and efforts, the division of labor finally killed the big Boss. It was very late in the evening. We were so excited that we went out to lie on the grass and look at the sky. Then I decided to do the game industry. I wrote this idea in my diary when I came back, and now I'm terrified to think about it: because there was no game industry in China at that time.
I also have a feeling why the games like Diablo were all about medieval Europe at that time. The good games we played were all about Western culture. When I was a teenager, I had a dream: Will there be a game representing Chinese culture one day in the future, so we made many years of efforts. You can see that there are so many Chinese heroes in Glory of the King, which shows that we are still working hard.
Back then, when I was in college, I wrote a DEMO that imitated Diablo with Visual Basic and DirectX. With this DEMO, I got my first job and worked for so many years till now. So I have a little insight. Today I want to share with you two little questions. Question.
Why are games valuable? Why do we need to do homemade self-study games?
First, why are games valuable?
Everyone has been playing games for so many years, so what is a game? There was a lot of high-end explanations in the industry. I met with the leader of the competent department at an event before, and he asked me the first question.
This statement is very objective and high-level. At that time, I said that the summary was very good. Can we use this propaganda? The leader of the competent department said that you are welcome to use this vigorous propaganda. So the industry can use this method to summarize the game, but also can save a lot of misunderstandings. More and more people are aware of the value of games. Before listening to Professor Jin Yinan, a strategic student at National Defense University, I mentioned that he had played a simulated flight game, which gave him a lot of feelings: he could fly fighter planes into the air in the virtual world and attack the tanks on the ground. He felt that he had such a vision in the air, so air control was very important. He suggested developing fewer heavy tanks that could not withstand air strikes, better air-control weapons and more small tanks, which is the value of the game.
With the rapid development of China's game industry and the rapid growth of user size, games have become the mainstream culture of young people. The market size has also reached more than $35 billion from the earliest small scale, and the number is still changing rapidly.
In 2011, digital games were defined by the American Arts Foundation as
Game's influence on the world still has a broader imagination space. The development of the game industry is a fraction of that of the film industry. The film industry has a hundred and thirty or forty years, and the history of the game is thirty or forty years, so it is a very new and developing field.
Looking back on history, we find that television also aroused extensive discussion and concern in society when it first appeared. In 1985, Neil, a famous scholar of media culture, was a famous scholar of media culture.
We found that the average online time of game users is about 48 minutes, and the pay penetration rate is about 6.5%. Users don't spend much time playing games, and only a few people spend money on them. Generally speaking, games are a healthy way of entertainment in life.
2. Why do we play homemade self-research games?
Game, unlike other fields, is a global competition without barriers.
Overseas game pricing and domestic game pricing are basically the same. World of Warcraft's 60 yuan per month package is the cheapest game pricing on the planet. Overseas products once dominated the domestic game market until domestic games gradually rose. Domestic games accounted for about 8% in 2002 and 40% in 2008, and now account for nearly 70% of the total. This is the result of the efforts of all practitioners.
More and more games in China are entering the top game clubs, which can be compared with overseas games. Domestic games are also exported overseas. The most talked about in these two years is the internationalization of overseas games. Overseas revenue is also rising, and I believe that the next two years will be more and more big.
Looking back on the 20 years history of domestic games, from 1997 to 2017, the famous game "Blood Lion" in 1997, the first game claimed to be made in China, had a very big feelings at that time, saying that it was China's own C
As a leading company, Tencent continues to do meaningful things. We are leading three games to the Jakarta Asian Games in 2018. Competitors abandoned their high income in the domestic electricians, completely closed up and trained for a long time. They won the first gold medal in the history of the Asian Games on behalf of China in the overseas edition of AOV, the Glory of the King. At this time, I feel a lot. When we were young, we watched Chinese women's volleyball team win gold medals on TV. Chinese table tennis won gold medals. Many traditional sports competitions in China won gold medals. Now young people can watch video games win gold medals on TV. This is the progress of the times.
Everyone loves learning so much. I hope you all work together! If China's game industry does not make great progress in the next few decades, it may be that our generation can only play imported games when they are old. What games can we play in the future market? The answer lies in everyone.
I used to use this sentence to encourage myself on my personal website, and I also gave it to you:
People come to this industry because of their interest, hoping that interest will become a mission, because interest will always dissipate. Many people have been working for many years. Do you ask yourself if it is enough or not at night? When I come to this industry because of my interest, my interest has dissipated. When you find that your interest is no longer there, you should stick to what you should do. Often successful content is made, you need to persevere in this field, if your interest is no longer, then please play hard, keep enthusiasm, let our interest become a mission.