On September 8, 2018, Wang Zhe, CEO of Cocos, delivered a speech titled “Cocos Engine helps Game Developers break through” at the 2018 RTC Real-time Internet Conference. IT big said as the exclusive video partner, by the organizers and speakers review authorized release.

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Abstract

How to survive, how to break out of the cold winter, how to find the right position in the industry.

The state of the Game market

In our own internal discussions, we often say that the game industry is actually a bad industry, that is, when the economy is good, it is not necessary to make games, and when the economy is bad, it is basically to the public opinion as cannon fodder.

In the game industry, though, it’s often about how to make good games, positive things. But actually if you look at some of the comments on other channels, the opposite is true, and that’s the prevailing opinion right now.

For now we are faced with the problem of tax lies not in the game industry, or to control the total quantity of the gameplay, game, etc., but we don’t have a grading system, so all the games must be able to let players of all ages to play, do not conform to the requirements of can’t live, which makes China’s game market into a flow of the market.

Of course, in the harsher environment, in fact, are able to survive, can break out. That’s the theme of this talk, how Cocos can help you survive the winter of gaming.

Basically, the first thing all of us did when we talked about it was go to sea, and the second option was mini games. Why? Because when your small game is realized by advertising is not realized through internal purchase, at this time is not the need for the plate number, belongs to a regulatory vacuum. This kind of thing is not unheard of in history. The online game management method was drafted in 2008 and formally implemented in 2010. At that time, the tension of public opinion was not much different from that of today, but it was during these two years that the domestic PC page game market rose rapidly, and it was not overtaken by mobile games until 2012.

A third option, which is a good hedge for game developers, is education.

Small game market opportunities

A lot of people are worried about mini games going cold right now, because we’ve seen a lot of these rapid growth and rapid cooling areas, like Android set-top boxes, v-R games.

My personal view of the industry’s cycles is that since Chinese games are a traffic market, the key is whether this new wave brings in a large number of non-gamers. Such as the rise of FC in the early days, PC games, page games and mobile games.

It is believed that many people have played Doudizhu On mobile phones. After the game was played on wechat, statistics show that there are still 30 to 40 percent of users who are not game users. These users are in QQ and wechat accounts and have never logged in Doudizhu. On the platform as a whole, 22 percent of all non-game users and 41 percent of mobile users are lost, which is why I think micro-games are really a wave, a wave of new traffic.

In fact, small games in addition to micro channel small games, there are QQ light games, as well as some mobile phone manufacturers released fast applications, and some small games against. And the small game market is not only in the domestic, in the global scope is also developing.

Small battle games among various game types can solve the problem of strangers’ social interaction to a certain extent. Through communication with developers, I know that the majority of people playing these games are distributed in third-tier and fourth-tier cities.

There are currently more serious mini-games like MOBAS and Mmos. This is not to say that these are the right types of games, but the performance limits for small games are very low with the current state of the art.

The small game market was estimated to be between 3 and 5 billion yuan last year, and this year’s various statements point to an eventual scale of 10 billion yuan. That’s actually the same size as the native mobile game market in 2012.

Sea games

When it comes to mini-games, the first to go is Facebook Instant Games, which, like the App Store, will gradually release Games in every country. Unlike wechat mini-games, Facebook Instant Games can be played not only on mobile phones but also on the PC web, which brings in more traffic.

A lot of people say that small game retention is bad, and there are a lot of detours in that regard, like trying to make a successful original game 1: 1 to transfer the H5, focusing too much on WeChat small game, but in fact this is wrong, many successful WeChat little game retained only 13% more is to introduce new users by fission, and new users is likely to this game is not a cold, so actually retained is not one of the most important parameters, the fission count is.

The increment of Instant Games on Facebook is similar to that of micro Games on wechat, which should be around 3000. In a good time, 80 or 90 Games can be reviewed in a week, and in a bad time, none at all. In general, there is great uncertainty. The only thing that’s certain is that the traffic dividend on Instant Games on Facebook is disappearing as more and more Games are being played.

Cocos profile

We’ve been working on Cocos for seven years, starting with an API, and now we have a full development workflow. Our goal has always been to make game development easier so that game companies can focus on content production without having to deal with compatibility and fragmentation issues. In terms of abstract logic, I think Cocos is more about visual interaction between computers and people.

At present, Cocos has the largest market share in China. Half of the small game market and native market are made by Cocos, and it has more than 1 million developers worldwide.

Recent progress on Cocos

We just released Cocos2.0 at the end of August this year, which has a big performance improvement. In various tests, the elapsed time per frame of Cocos2.0 is almost double that of previous versions.

The other is the 2D aspect that everyone is concerned about. For a 2D RPG game, we need to do at least 5 items of 8 moves, and the whole system becomes very complicated with the change of costumes, and the paper doll system is exactly the consumption point. One option is to go for 2.5D, which reduces the overall cost. The 2.5D support aspect will be supported when Cocos is updated to version 2.1. True 3D support will be added over the course of the 2.0 series, with a feature module being stable and released to the official version, as well as full workflow support for the editor.

That’s all for today’s sharing. Thank you!

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