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submitted 3 months ago by istanbullu@lemmy.ml to c/gaming@lemmy.ml

cross-posted from: https://lemmy.ml/post/20207166

850M$ revenue on 70M$ budget sounds a huge success.

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[-] conciselyverbose@sh.itjust.works 24 points 3 months ago

By selling to China.

That doesn't take away from it or mean it isn't good, but that market is the difference between it and every other game.

[-] istanbullu@lemmy.ml 4 points 3 months ago

I guess video game companies are learning now that you should make games that Chinese gamers will enjoy.

[-] socsa@piefed.social 16 points 3 months ago

As the movie industry discovered, it's a dice roll in terms of pissing off the censors. Hard to invest millions when something as stupid as a map can get your game banned.

[-] ICastFist@programming.dev 11 points 3 months ago

Pretty sure they figured that out more than a decade ago. Blizzard (RIP) certainly did.

[-] conciselyverbose@sh.itjust.works 3 points 3 months ago

That's what I'm scared of.

Catering to China's censorship has not been beneficial to other media.

[-] TheDarksteel94@sopuli.xyz 9 points 3 months ago

Blizzard is already pretty infamous for adapting their games for the Chinese market, by removing or replacing certain numbers/symbolism or objects like skulls. So, it's already been happening for a long time.

[-] conciselyverbose@sh.itjust.works 1 points 3 months ago

There's a huge difference between a publisher or two censoring their games and the industry as a whole systematically sucking up to their insane restrictions.

[-] scorp@lemmy.ml 5 points 3 months ago

as opposed to western censorship? lol.

[-] conciselyverbose@sh.itjust.works -2 points 3 months ago
[-] ZeroHora@lemmy.ml 4 points 3 months ago

Look at the games banned on Germany.

[-] conciselyverbose@sh.itjust.works -2 points 3 months ago

Basically Nazi stuff. Which still isn't awesome, but isn't comparable at all to China. It's a small side effect of them trying to prevent actual Nazis from regaining power and not properly recognizing games as art.

It also isn't comparable because anyone who can't be bothered with multiple versions is going to ignore Germany, not ruin their game.

[-] marilynia@discuss.tchncs.de 6 points 3 months ago

Fun fact: Swastika's are actually allowed for artistic and similar purposes, but in the 90's a dodgy ruling did not consider this exception. The reasoning was the same as 'playing violent games make you violent' . The court feared growing up with those symbols would normalize them.

The ban got revoked in 2018

So yeah, we were kinda behind the times, but it's getting better.

[-] conciselyverbose@sh.itjust.works 0 points 3 months ago

Yeah, I was pretty sure they fixed that, but couldn't double check.

[-] scorp@lemmy.ml 3 points 3 months ago

our censorship is le moral™

[-] scorp@lemmy.ml 2 points 3 months ago

get off your high horse

[-] thanks_shakey_snake@lemmy.ca 17 points 3 months ago

What in the ChatGPT is this article? It's like someone from LinkedinLunatics paid an aspiring content writer to write a vapid hype piece but insisted that it be about 6x too long.

Here are some highlights (although it was hard to figure out which sections were the cringiest):

This new studio represented more than just a business venture; it was the manifestation of Feng's dream to create games that prioritized player experience over profit.

The team's dedication to authenticity was unparalleled. They immersed themselves in Chinese mythology, reading the classical novel "Journey to the West" over 100 times. They visited countless cultural sites, drawing inspiration from ancient architecture, art, and landscapes.

The impact of Black Myth: Wukong extended far beyond sales figures. It became a cultural phenomenon, bridging the gap between Chinese mythology and global audiences. The game's success inspired a new wave of developers to create games based on their own cultural mythologies and histories

Feng Ji: The Humble Visionary Despite the overwhelming success and adulation, Feng Ji remained characteristically humble. When asked about the game's achievements, he responded with a touch of philosophy: "When you are at the peak of confidence, you are also staring at the valley of foolishness. This statement encapsulated Feng's approach to game development and success. Rather than resting on his laurels, he immediately turned his attention to the future, focusing on expansion packs and maintaining the game's quality

Jesus christ tone it down.

[-] Paradachshund@lemmy.today 5 points 3 months ago

Damn you aren't kidding! It's written weirdly past tense, too, for an article talking about a brand new game. "It became a cultural phenomenon".

[-] thanks_shakey_snake@lemmy.ca 5 points 3 months ago

Yeah, it's really strange. Talking about how it inspired a new generation of developers and stuff, like anyone had time to be inspired and start a game development career in the 3 weeks it's been out, lol.

[-] Etterra@lemmy.world 15 points 3 months ago

It's really easy to pander to the Chinese audience when you're a Chinese developer telling the same one Chinese myth yet again.

I mean seriously, if you add up every game, show, or movie based on all the myths of Robin Hood, King Arthur, and every Grimm fairy tale combined You wouldn't have as many productions as there are Journey to the West adaptations, it's ridiculous. Hell even Disney went with something different when they made Mulan.

[-] augustus672@lemmy.world 11 points 3 months ago

HoyoVerse games: "Am I a joke to you?"

[-] uberstar@lemmy.ml 8 points 3 months ago

love how commenters around here haven't wasted any time to downplay the success and zeitgeist surrounding this game.

[-] conciselyverbose@sh.itjust.works 10 points 3 months ago

Because the article completely ignores the source of the sales volume it keeps mentioning and is pretending the sale is some runaway success in the west instead of acknowledging the reality that it's doing moderate sales here.

Moderate sales is a good first effort, but ignoring the actual market altering affect it will have to pretend it's actually a giant outside of China completely undermines the article.

[-] uberstar@lemmy.ml 6 points 3 months ago* (last edited 3 months ago)

I'm not sure I'm understanding this correctly, the prerequisite for a video game to be a "runaway success" is to do well sales-wise in the west? Why is the source of sales that important when the article mainly praises and discusses the game's launch figures, behind-the-scenes, the studio's lore, etc.... like any other video game articles do? The author isn't suggesting the sales are doing well in the west, so what warrants discussion of the games' sales in the west in the first place?

The article's headline alone says it's "One of the Fastest Selling Games In History". If we take the revenue value in the article to be true ($852 million in revenue in 2 weeks), then it beats Elden Ring by around a $100 million, give or take, in the first 2-week period (I'm assuming each copy costed 59.99$, so 12 million copies roughly translates to $720 million in revenue, since actual figures were never revealed, I think).

The article also states that it sold 10 million units in the first week, oh wait actually, that's 10 million in 3 days, beating other games that took at least a month to reach a similar milestone.

[-] conciselyverbose@sh.itjust.works 6 points 3 months ago

Because the whole premise of the article is the "global" impact and bringing Chinese culture to a "global audience" when only a small fraction of its sales are outside China.

The actual impact it's going to have is much less on the development of AAA games by Chinese studios and much more as a demonstration of the Chinese market's interest in single player games.

[-] homicidalrobot@lemm.ee 8 points 3 months ago

Maybe you didn't realize, but by volume, sales in the west for BMWukong were stellar. >4M sales volume (76% of 17.8 million sales were chinese) is performing well by any standard. It dwarfs the sales volumes of other recently popular Chinese titles, taking the top spot for sales in the west handily. Other games like the GuJiang series, dyson sphere program, the matchless kungfu, crimson snow, tale of immortal had substantially fewer players despite getting nearly universally positive reviews. This is the definition of breakout success, when you reach a new market.

For reference, this game is selling in the west as well as street fighter 6 and guilty gear strive, games that are performing far above a previous genre standard.

[-] Cataphract@lemmy.ml 2 points 3 months ago

The whole premise of the article? There's 2 statements in the entire article that you've highlighted, a rather long and lengthy article about the development and history behind the game developer. Your statements of "what the article is saying" is completely false,

is pretending the sale is some runaway success in the west

where does it say this?

article completely ignores the source of the sales volume

Article clearly states it's sales, touches on the current chinese population use of steam, I'm not sure what you're saying should be the "correct" thing that would satisfy you. Maybe you could provide an example?

The actual impact it’s going to have is much less on the development of AAA games by Chinese studios and much more as a demonstration of the Chinese market’s interest in single player games.

That's a valid statement with a lot of factors (younger generations play more multiplayer). It wasn't the scope of this article to break down consumer purchasing trends within a category (this thing is already long enough).

This seemed like a very milquetoast level style of an article highlighting the success and development of a game studio, I suppose everyone complains in the gaming industry now adays (myself included) so I'll take your negativity more as a "gamer" thing than just hating on something not from the west. I'm rather glad to be exposed to news articles on here that aren't NA eccentric that I'm always reading. Them not highlighting and differentiating themselves from the western market has seemed to gotten you into a hissy fit.

[-] conciselyverbose@sh.itjust.works 0 points 3 months ago* (last edited 3 months ago)

The "fastest selling" is literally the title of the article, then they make no effort at all to point out that all of that volume is from accessing China, which most games don't.

There's no legitimate way to use the title "how game became the fastest selling game" and ignore the only factor that played any meaningful role in that outcome at all.

this post was submitted on 12 Sep 2024
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