Game companies 'involvement in film and television has become the norm."Film and Television + Games" dual scenes may become industry standard gameplay
The most important thing in the future entertainment picture lies in the scenes built by content. The dual scenes of "film and television + games" may become the industry standard gameplay.
Original title 2017 industry forecast: Game companies have become the norm to get involved infilm and television. Today,"movie-game linkage" seems to have become an unavoidable topic in the game circle. All important activities in the industry will bring "movie-game linkage" out and discuss it. "Movie-game linkage" is not a new concept. It can be divided into "film-based game" and "game-based film".
The so-called video-game linkage is actually a process of integration of industries including game companies and film and television companies that share entertainment attributes and media attributes. Through cross-border cooperation and linkage promotion between them, the scale of "1+1>2" is finally achieved. effect.
Game companies choose to cross-border pan-entertainment in order to "survive the winter"
. At present, pan-entertainment is sweeping the game industry. The Perfect World, which has officially returned to A-shares, announced that it will build a comprehensive pan-entertainment industry group facing the world and build a cultural and entertainment industry cluster spanning games, film and television, animation, comics, literature, media, and education. The just-established Giant Pictures will also focus on film and television project research and development, entertainment industry investment, IP operations and integration of movie and game resources, and make great strides towards pan-entertainment. An important reason for this situation is that the development of the game industry has hit a ceiling, and the growth of the pure game business is getting slower and slower.
According to the latest data, the size of China's mobile game market reached Rmb15.7bn in the second quarter of 2016, up 3.2% month-on-month and down from the previous quarter. The game industry needs to rely on innovation and business extension to break through the current dilemma.
Since the second half of 2014, game companies have targeted IP for large-scale introduction and exploration. In the past two years, IP prices have risen. Over the years, video websites have experienced an arms race to buy dramas, which has caused the entire industry to fall into a vicious cycle, trapped in high content copyright, so they took the path of homemade dramas, aiming to get rid of dependence on content copyright and reduce the cost of content copyright.
The logic for a game company to establish a film and television company is actually the same, because IP cannot be developed infinitely and will always be exhausted one day. Moreover, the rising price of IP cannot allow game companies to purchase without restrictions. In such a situation, establish a film and television company and make your own games into movies, or make your own movies and TV series, turn these movies and TV series into IP, and then adapt them into games and embark on the path of self-production and sales. This is the essence of game companies crossing borders to establish film and television companies.
Of course, the development potential of China's film market is an important reason for attracting games and films to join hands. In 2015, the total box office of movies nationwide was 44.069 billion yuan, ranking second in the world's total box office, second only to the U.S. market. It is predicted that around 2020, the mainland film market will exceed 100 billion yuan, and China will become the largest film producer. For companies and capital, this is an opportunity to seek development and breakthroughs.
Games + film and television can maximize the risk of failure.
Games, like movies, have very large uncertainties. In the industry, they call it "whether it will work". In fact, whether it will work depends on many factors, such as the quality of the game, the game's gameplay, and the player's preferences, popularity, and even whether they "collide" with a masterpiece. Under such circumstances, making a game is like a bet, and success or failure is in an instant.
Now they are emphasizing "video-game linkage". The so-called linkage means going online at the same time, facing two different groups of users at the same time, and then using public relations, marketing and other means to make these two groups overlap as much as possible. If the game is unsuccessful, the film and television game is unsuccessful, the film and television game is unsuccessful, always help each other and reduce the risk of failure.
Summary:
Today's industry competition has entered the stage of compound competition. Under the trend of pan-entertainment, many film companies have also penetrated into the game industry. In the future, the pan-entertainment industry chain with IP as the core will be more mature, the synergy between games and films in the industry chain and business model will be stronger and stronger, and the game company will also become a conventional business form.
The most important thing in the future entertainment picture lies in the scenes built by content. The dual scenes of "film and television + games" may become the industry standard gameplay. User demand is experiencing a migration from the "attention" economy to the "participation" economy, and the user's sense of participation in content consumption will determine the vitality of IP content. The sense of participation is built by each usage scenario, such as movie reviews, game scoring feedback, etc. The multi-scene interpretation of content can ensure the maximum absorption of traffic and trapping users.
Editor: Nancy