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The system of WeChat mini-games is already very complete, and since we have experienced the pitfall of “Sheep”, we have basically not encountered any bottlenecks in research and development.

[Game-Time exclusive, no reproduction without permission!]

Game-Time reports/On June 16, the 12th WeChat Open Class “Let Creation Create Value” WeChat Mini Game Developer Conference was held in Chengdu. After a series of sharing, guests including Li Qing, product director of WeChat Mini Games, Qian Liang, producer of Crazy Knights, and Zhang Jiaxu, producer of Sheep, sat together and accepted interviews from Game-Time and other media.

In the past, WeChat Mini Games were considered the domain of IAA games. Due to factors such as package size and user population, in-app purchases and even mixed monetization products rarely entered the mini game market. However, the situation has changed a lot in the past year. With the expansion of WeChat Mini Games’ package size from 200M to 1G and the seamless connection from Unity to Mini Games, mid-to-heavy and in-app purchase games have begun to flock to the Mini Game platform.

Crazy Knights, developed by Panlong Zhiyuan and published by Crazy Games, is another representative example. According to Game-Time’s comprehensive public data, the APP version and mini-game version of Crazy Knights have achieved a monthly turnover of over 100 million this year, and ranked TOP3 on the WeChat mini-game best-selling list.

Qian Liang, producer of Crazy Knights developer Panlong Zhiyuan, said that the team is involved in every platform, and currently “most of the energy is on WeChat mini games” because they found that WeChat mini games are more suitable for small teams to develop. In addition to individual 3D projects, Qian Liang even believes that WeChat mini games are “obviously superior to other APP platforms in all aspects.”

The following is the interview transcript compiled by Game-Time:

After AI, small teams will have more possibilities and will be able to create games of a scale that cannot be created by one or two people. Even people who cannot program will be able to make games in the future. That is when truly creative games will arrive.

Qian Liang:My logic is roughly the same. I feel that AI is a tool, not a product that can create content.

Almost every game released by Crazy Games is operated on the WeChat platform. Why do you insist on using the WeChat platform?

Qian Liang:Crazy Games is our investor. As a developer, Panlong Zhiyuan actually covers every platform, but most of its efforts are focused on WeChat Mini Games. WeChat Mini Games are more suitable for small teams to develop, and we happen to be involved in various platforms. In comparison, WeChat Mini Games are obviously superior to other APP platforms in all aspects, except for some big titles, such as particularly cool 3D projects.

How do you view Party Game from a research and development perspective?

Qian Liang:Except for some bottlenecks in the graphics aspect, the mini-game platform is no different from other platforms in other aspects. WeChat even has a clear advantage in social networking. I don’t know much about this category, so I can’t say too much about it.

Teacher Li Qing mentioned that games are no longer exclusive to young people. Have you felt the change?

Qian Liang:The age when I used to play games is getting older, and I am no longer young.

In addition, the popularity of mobile devices is different from the channels for people to play sticker games in the past. In the past, they required a host and a computer, and the device coverage is obviously much higher than before.

Another change is the number and type of products. Since the emergence of mobile terminals, the number of products has exploded, and the categories are much more than before the Internet. With more manufacturers involved in development, market competition is also fierce. Everyone needs to acquire users from all angles, and the coverage will become wider and wider. Indeed, everyone’s demand for entertainment is also increasing, so games are indeed a good means of entertainment, which is related to several aspects.

There is a lot of discussion in the industry about Crazy Knights, because people don’t understand it. How do we view the development of Crazy Knights in WeChat mini games? Many people think it is just opening boxes, and don’t know what to play.

Qian Liang:This may have a lot to do with the initial positioning of the product. This project, like “Sheep”, also exceeded our team’s expectations.

When we started the project, we targeted heavy users. Although the gameplay was simple, we were thinking of some heavy users like us who could no longer play games due to their age and wanted to find a particularly casual game, but with a very heavy core. It just so happened that these people were very rich, so there was a relatively good commercial performance.

How is this category viewed on WeChat? Because it is a benchmark and representative, it has led many development directions.

Qian Liang:I just talked about categories, such as placement. Actually, we didn’t have any product labels before. There is very little placement content in our game. The most we can think of is idle, which is automatic opening of boxes.

As I have repeatedly emphasized, we have never considered WeChat Mini Games as a separate ecosystem. This project was initially launched on the APP side, and the data performance was very good, so we took it over. Because the entire product iteration or development link-in on the mini-game side is more streamlined, and it is also related to the publishing company, so we chose to focus on the mini-game side.

Reporter: Is it an early stage project of APP?

Qian Liang:right.

What kind of commercial design does the game “Crazy Knights” have? Do you have any suggestions or successful experiences?

Qian Liang:I think no game is purely commercial. It still depends on the product content itself. If the product content is sufficient and players have demand for the product content, they will naturally pay for the product.

After the product became popular, what pitfalls did you encounter during the monetization stage? What kind of experience can you bring to subsequent developers?

Qian Liang:The system of WeChat mini-games is already very complete, and since we have experienced a setback with “Sheep”, we basically did not encounter any bottlenecks in research and development, and the whole process went smoothly.

Crazy Knights is the hottest product recently, what do you think of Likes? Which game companies do you admire? What do you think of future commercial games?

Qian Liang:You said that our company is quite open to everyone, so it doesn’t matter. Everyone can do it and we can enrich the gameplay together. You said that I like the company that I like the most. I especially like Japan’s Koei Tecmo. They have a great influence on the products I make.

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