遮罩层
修改话题
  • 首页
  • 出海导航
  • 出海岛群
  • 出海服务
  • 出海榜单
  • APP下载
  • 中文站
丹麦游戏
丹麦游戏岛群
10 10626869
关注
分享

丹麦游戏工作室将重点放在继续开发独特的,由角色驱动的IP, 如大型游戏Subway Surfers|出海丹麦游戏岛群第5期

2020-02-28 23:30:09

查看 14615 回复 0


登蓝船www.zgchdh.cn,线上助力全球企业的海外市场开拓。
免费对接出海相关需求或资源,请添加官方微信号:BlueBoat_Global




寻找出海丹麦游戏发行商、出海丹麦本地化翻译、丹麦游戏推广、丹麦游戏流量渠道,丹麦游戏KOL等请联系商务微信:BlueBoat_Global

欢迎转发此文章到微信朋友圈或游戏相关社群,添加蓝船商务微信BlueBoat_Global,均可领取丹麦游戏报告一份。



毫无疑问, Subway Surfers是丹麦有史以来最大的移动游戏。

 

20125月推出以来,下载量已接近7亿次,远远超过了丹麦游戏业生产的任何其他移动游戏,可与一些芬兰和瑞典最好的移动游戏媲美。

 

游戏本身是两个不同开发商之间的好奇合作。SYBO游戏(以创始人SylvesterBodie的名字命名)是根据他们在丹麦动画工作室制作的动画短片开发的原始游戏概念

 

在那之后,他们与Kiloo合作,然后负责发布事务以及将获利集成到游戏,服务器,后端等中。

 

凭借Subway Surfers的成功,这两家开发商都不缺钱。

 

实际上,Subway Surfers的收入使Kiloo跃升为年度最佳成长公司-由该县最大的财经报纸Børsen颁发的奖项。

 

但是,尽管他们与Subway Surfers一起获得了成功,但似乎两家公司现在都在朝着相反的方向寻找他们的下一个热门产品。

 

SYBO的创始人Bodie Jahn-MullinerSylvesterRishøjJensen足够亲切,可以在GDC期间抽出时间来提出一些建议,说明他们将来为何要独奏。

 

他们说:作为一个成功的工作室,我们希望能够发布自己的作品。

 

SYBO的重点将继续是开发独特的,由角色驱动的IP和重新定义流派。对我们而言,自然而然的下一步是拥抱从构思到发布到长久的特许经营权的整个范围。

 

是否继续合作的决定是SYBO独自决定,还是Kiloo拥有其中一部分,这很难解释。尤其是因为Kiloo在发生几次他们认为失实的事件之后,已经有效关闭了与媒体的所有联系。

 

共同的孩子

 

不过,这并不是一个艰难的突破,因为KilooSYBO都致力于继续开发Subway Surfers,这也得到SYBO的证实。

 

但是,两个开发人员之间似乎确实存在样式冲突。

 

SYBO并不炫耀自己的成功,而是坚持一种更加独立的风格,即使在社交媒体而不是在媒体采访中,Kiloo也不愿意谈论他们的成功。

 

众所周知,基卢(Kiloo)通过他们的手法弄皱了一些羽毛。但这其中的某些原因还可能归因于这样一个事实,即正常的丹麦道德观念只能适度地炫耀,而Kiloo的风格更符合您在美国取得成功的方式。

 

不过,他们确实有一个共同点,就是两家工作室最近都在大量招募人才。

 

在像丹麦这样的小型游戏产业中,尤其是Kiloo的招聘工作已经引起注意,因为该工作室还在哥本哈根开设了一个新的办事处。

SYBO再次对此更加离散,但他们也一直在增加人员。

 

当您注意到后端工程师,商业智能分析师和客户系统工程师的清单时,毫无疑问,他们计划将来单独运行,因为这是Kiloo在公司中负责的工作。生产的地铁冲浪者。

 

他们也在确认自己的战略决策。

 

他们告诉Nordic Game Bits我们正在构造自己的游戏,以发布自己的游戏,但首要的是提高我们的发展水平。

 

SYBO称,新员工并不会导致大量新人涌入。而是要提高个人头衔的质量。

 

我们是一个游戏工匠工作室,其目标是提供数量有限且使用寿命长的高质量游戏,就像我们与《地铁冲浪者》一样。

 

Kiloo的方法

 

在后地铁冲浪世界中,Kiloo一直在为他们的最新游戏尝试几种不同的策略。

 

令人惊讶的是,自《地铁冲浪者》以来,这两个主要的Kiloo发行版都是功能更重的游戏,缺少无尽奔跑者的某些魅力。

 

他们的第一个版本是功夫熊猫风格的Smash Champs,它拥有令人印象深刻的生产价值,并且是Kiloo内部团队之一的辛勤工作的结果,在某些特定领域提供了一些自由职业者的帮助。

 

但这似乎并没有帮助,在上市第一个月后,该游戏便从App Store的大多数顶级列表中消失了。并不是说这等于一次财务失败-可能不是。但是在Subway Surfers联盟中并不是一个新IP

 

在那之后,Kiloo似乎已经恢复到了旧的共同发展模式。然而,随着SYBO出来的画面,已经拿起笞刑它的加拿大翡翠城运动会产生实际的游戏内容为即将到来的无尽之剑 -ish Stormblades,与Kiloo处理总体方向,市场营销和商业化。

 

看来Kiloo坚持他们的想法,即尝试在Subway Surfers之后推出更多功能丰富的游戏。

 

对于Stormblades来说,也许还会吸引更多的小众受众,他们会喜欢许多RPG风格和更复杂的游戏玩法。

 

尽管如此,它的外观还是令人印象深刻,如果Kiloo可以将Subway Surfers的一小部分转换为玩家尝试的话,它应该能够在很短的时间内达到临界质量,由Stormblades自己来展示它是否可以保持那里的球员。

 

SYBO的方法

 

那时真有趣,Subway Surfers动态二人组另一半的下一场比赛也移到了幻想环境。但这也是StormbladesSYBO的下一款游戏Blades of Brim之间相似之处的终结。

 

边缘之刃与Subway Surfers显然相关,共享可识别的无尽亚军游戏玩法和上一游戏熟悉的卡通图形风格。

 

这也很有意义,因为由SYBO负责Subway Surfers的核心游戏和资产,因此他们可能有更好的机会制作一款与Subway Surfers具有某些相同核心功能的游戏。

 

到目前为止,边缘之刃已在加拿大和瑞典试行,并应在不久的将来推广到世界其他地区。

 

SYBO说:我们正与《Blads of Brim》处于测试阶段,受到了热烈欢迎。” “我们是完美主义者,并且仍在调整游戏,使其变得令人惊奇,并将在未来几个月内发布。

 

它在图表上的表现还不算令人印象深刻,但是当真正的发布问世时,它很可能会改变。鉴于该游戏的当前版本被列为0.6.1版,因此在该游戏达到完整版本之前似乎还需要进行一些迭代。

 

然后,SYBO将是时候证明他们可以在没有Kiloo的帮助下出售他们的游戏并从中获利了。

 

接下来的几个月将展示两个开发人员中哪一个在替代另一半合作伙伴提供的技能和可能性方面做得最好。

 

也许他们两个实际上都能制作出热门游戏。在这种情况下,整个丹麦游戏产业的状况将会好得多,因为两个单独成功的移动开发者比一个人更难被杀死,这也表明Subway Surfers不仅是幸运的拳头,而且代表着反复成功的策略。



丹麦游戏主题活动分享报名

       游戏.jpg        



How Denmark's top 2 studios are dealing with life after Subway Surfers

Subway Surfers is undoubtedly the biggest mobile-hit game ever to come out of Denmark.

 

With approximating 700 million downloads since its launch in May 2012, it's far above and beyond any other mobile title ever produced by the Danish games industry - rivaling the performance of some of the best Finnish and Swedish mobile titles.

 

The game itself is a curious collaboration between two different developers. SYBO games (named after the founders Sylvester and Bodie), developed the original game concept based on an animated short they had produced at the Animation Workshop in Denmark

 

After that, they teamed up with Kiloo who then took on the publishing duties as well as integration of monetization into the game, servers, backend, etc.

 

With the success of Subway Surfers, neither developers are short on money.

 

In fact, the revenue from Subway Surfers helped catapult Kiloo to the position of Growth Company of the Year - an award handed out by the county's biggest financial newspaper Børsen.

 

It's not you, it's me …

 

But despite the success they found together with Subway Surfers, it seems both companies are now looking in opposite directions for their next hit.

 

SYBO founders Bodie Jahn-Mulliner and Sylvester Rishøj Jensen were gracious enough to find time during GDC to give some input as to why they are going solo in the future.

 

"As a successful studio, we want to be able to publish our own productions," they said.

 

"SYBO's focus will continue to be on developing unique, character-driven IPs and redefining genres. The natural next step for us is to embrace the full spectrum from idea through launch to long-lasting franchises."

 

Whether the decision to not continue the partnership is SYBO's alone, or if Kiloo had some part of it, is hard to decipher. Especially since Kiloo has effectively closed down all contact with the press after a couple of incidents where they felt misrepresented.

 

Shared kid

 

It's not a hard break though, as both Kiloo and SYBO are committed to continue the development of Subway Surfers, which SYBO also confirms.

 

However, there does seem to be a clash of styles between the two developers.

 

Where SYBO does not flaunt their success, and adhere to a more indie-styled mindset, Kiloo are not shy to talk about their success, even if it happens on social media rather than in press interviews.

 

Kiloo is known to have ruffled some feathers by their approach. But some of that is probably also attributed to the fact that the normal Danish ethic only allows showing off in moderation, whereas Kiloo's style is more in line with how you present your success in America.

 

One thing they do have in common, though, is the massive hiring spree both studios have been on lately.

 

In a small games industry like the Danish, the recruitment efforts of especially Kiloo have been noticed as the studio has also opened up an entire new office in Copenhagen.

 

Join the Kiloo family or else...

SYBO has, again, been more discrete about it, but they have also been staffing up.

 

And when you notice listings for Backend Engineers, Business Intelligence Analyst, and Client Systems Engineer, there can be little doubt left that they plan to run things alone in the future, as these are the very aspects that Kiloo is taking care of in the co-produced Subway Surfers.

 

A strategic decision that they are also confirming themselves.

 

"We are structuring ourselves to publish our titles, but first and foremost to raise the bar on our developments," they tell Nordic Game Bits.

 

The new hires are not leading up to a rush of new releases, however, according to SYBO. But rather to increase the quality of individual titles.

 

"We are a studio of game craftsmen, whose goal is to come with a limited number of high-quality titles that have tremendous long life-cycles, just as we are doing with Subway Surfers."

 

Kiloo's method

 

In the post-Subway Surfers-world, Kiloo have been trying out a couple of different tactics for their latest games.

 

Surprisingly enough, both major Kiloo releases since Subway Surfers have been more feature-heavy games, which lack some of the charm of the endless runner.

 

Their first release was the Kung Fu Panda-inspired Smash Champs, which boasted impressive production values and was the result of the hard work of one of Kiloo's in-house teams, with some freelance help in some specific areas.

 

That didn't seem to help though, and after the first month on the market, the game had disappeared from most of the top lists on the App Store. Not that that equates a financial flop - probably not. But a new IP in the league of Subway Surfers it is not.

 

After that, Kiloo seems to have reverted somewhat to their old model of co-development. However, with SYBO out of the picture, it's Canadian Emerald City Games that has picked up the gauntlet to produce the actual in-game content for the upcoming Infinity Blade-ish Stormblades, with Kiloo handling overall direction, marketing, and monetization.

 

And it seems like Kiloo is sticking to their idea about trying to push more feature-heavy games post-Subway Surfers.

 

And in the case of Stormblades, maybe also approach a more niche audience that will appreciate the many RPG-touches and more complex gameplay.

 

Still, it's impressive looking, and if Kiloo can convert just a fraction of the Subway Surfers-players to try it, it should be able to reach critical mass in very little time, leaving it up to Stormblades itself to show if it can keep the players there.

 

SYBO's method

 

It is almost funny then, that the next game from the other half of the dynamic duo of Subway Surfers, also has been moved to a fantasy setting. But that's also where the similarities between Stormblades and SYBO's next game, Blades of Brim, ends.

 

Blades of Brim is clearly related to Subway Surfers, sharing both a recognizable endless runner-gameplay and the familiar cartoony graphical style from the previous game.

 

This also makes good sense, in that it was SYBO who were responsible for the core game and assets in Subway Surfers, so they might have a better chance at making a game that shares some of the same core features as Subway Surfers.

 

So far, Blades of Brim has been soft launched in Canada and Sweden, and should be on its way to the rest of the world in the not too far future.

 

"We are in beta with Blades of Brim and have received a very warm welcome," SYBO says. "We are perfectionists and are still tweaking the game to make it just amazing and it will be released in the coming months."

 

Its performance on the charts is not impressive yet, but that will most likely change when the real launch comes around. Given that the current version of the game is listed as v. 0.6.1, there also seems to be a few iterations to go before the game reaches the full release version.

 

And then it will be time for SYBO to prove that they can sell and monetize their game, without the help of Kiloo.

 

The next upcoming months will come to show which one of the two developers have done the best job at replacing the skills and possibilities that the other half of the partnership supplied them with.

 

Maybe both of them will actually be able to produce a hit game. In that case, the whole of the Danish games industry would be much better off, as two individually successful mobile developers are much harder to kill than one, and this would also suggest that Subway Surfers was not just a lucky punch, but represented a repeatedly successful strategy.


回复(0)

分享

添加评论

全部评论(0条)



蓝船出海(Blue Boat Global),一个专注于(物)互联网属性公司拓展海外市场的B2B出海服务社区
,致力于成为企业拓展海外市场的B2B出海服务平台。
蓝船出海服务社区有2700+,主要覆盖金融科技、游戏、电商、AI智能、
区块链、海外房产、海外医疗、海外时尚业、海外电子烟、海外旅游业、
海外app、物联网、汽车、海外留学教育、海外KOL等15大领域,为公司
拓展海外市场提供交流与指导。

©2017中国出海导航    沪ICP备17019875号-1,AII Rights Reserved Powered By 蓝船出海 www.zgchdh.cn