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Sep 07, 2024 01:52 PM
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Black Myth: Wukong Goes Viral: How Chinese Gamemakers Can Learn From Its Success (AI Translation)

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2024年8月22日,山西太原,“数字赋能,晋见中国”2024数字文旅品牌创新大会在召开。大会上,“跟着悟空游山西”活动正式启动。图:韦亮/中新社/视觉中国
2024年8月22日,山西太原,“数字赋能,晋见中国”2024数字文旅品牌创新大会在召开。大会上,“跟着悟空游山西”活动正式启动。图:韦亮/中新社/视觉中国

文|财新周刊 关聪 孙嫣然

By Caixin Weekly's Guan Cong and Sun Yanran

  国产游戏《黑神话:悟空》8月下旬全球发售,仅四天全平台销量千万套、预估游戏流水超过30亿元,成为暑期现象级文化事件。

The domestically produced game "Black Myth: Wukong" was released globally in late August. In just four days, sales across all platforms reached 10 million copies, with estimated revenue exceeding 3 billion yuan, making it a phenomenal cultural event of the summer.

  中国团队开发、3A游戏制作水平、名著《西游记》改编、中国多地古建和文物取景……各种卖点、话题在社交媒体涌出,无论游戏从业者、研究者还是消费者,甚至很多之前对游戏并无兴趣或体验的“圈外人”都被吸引了目光,“黑神话”可谓“破圈”成功。

Developed by a Chinese team, produced at AAA game standards, adapted from the classic novel "Journey to the West," and featuring scenes set in ancient architecture and cultural relics across various parts of China... These selling points and topics have flooded social media. The game has drawn attention from industry professionals, researchers, consumers, and even many "outsiders" who previously had little interest or experience with video games. "Black Myth" can be considered a success in terms of breaking through traditional barriers.

  “这是中国玩家第一次能接触到的、真正基于中国文化IP(知识产权)的3A级单机游戏。虽然《守望先锋》或《赛博朋克2077》这些游戏在中国也很成功,但它们始终是欧美的IP。”美国游戏数据调研公司Niko Partners研究与洞察总监丹尼尔·艾哈迈德(Daniel Ahmad)对财新评价称。

"This is the first time Chinese players can experience a true AAA single-player game based on Chinese cultural IP (intellectual property). While games like 'Overwatch' or 'Cyberpunk 2077' have also been successful in China, they are ultimately Western IPs," Daniel Ahmad, Director of Research and Insights at American game data research firm Niko Partners, told Caixin.

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Caixin is acclaimed for its high-quality, investigative journalism. This section offers you a glimpse into Caixin’s flagship Chinese-language magazine, Caixin Weekly, via AI translation. The English translation may contain inaccuracies.
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Black Myth: Wukong Goes Viral: How Chinese Gamemakers Can Learn From Its Success (AI Translation)
Explore the story in 30 seconds
  • "Black Myth: Wukong" sold 10 million copies globally in four days, exceeding 3 billion yuan in revenue.
  • The game achieved record-breaking online player numbers, surpassing "Cyberpunk 2077" and "Counter-Strike 2."
  • It significantly impacted cultural tourism and merchandise sales, and showcased China's potential in the AAA game market, despite challenges in global publishing and localization.
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Explore the story in 3 minutes

"Black Myth: Wukong," a AAA game developed by a Chinese team, was released globally in late August. Within four days, it sold 10 million copies, generating over 3 billion yuan in revenue, making it one of the most remarkable cultural phenomena of the summer [para. 1][para. 2][para. 3]. The game is inspired by the classic Chinese novel "Journey to the West" and is set in ancient Chinese architecture, drawing the interest of industry professionals, researchers, and even casual gamers who previously had little interest in video games [para. 2]. Daniel Ahmad from Niko Partners highlighted its significance as the first true AAA Chinese cultural IP game, contrasting it with successful Western IPs like "Overwatch" and "Cyberpunk 2077" [para. 3].

Upon its release on August 20, 2024, it attracted 1.08 million players within an hour on Steam, surpassing the record held by "Cyberpunk 2077" [para. 4]. The game's peak number of online players on Steam reached 2.22 million the next day, making it the only Chinese game among the top ten most played games on the platform [para. 4]. The game was released simultaneously on PC and Sony's PlayStation console [para. 5]. On August 23, Game Science, the game's production company, announced that it had sold over 10 million units, outpacing titles like "Elden Ring" and "Monster World Palu" in sales speed [para. 6].

"Black Myth: Wukong" has transformed perceptions of gaming [para. 9]. A demo released four years ago accumulated over 59 million views on Bilibili, setting the stage for a successful launch [para. 8]. Unlike typical AAA games that require extensive development time and large teams, "Black Myth: Wukong" was developed over six years by a team of 140 people [para. 10]. According to Gamalytic, as of September 6, the domestic-to-international player ratio stood at 8:2 [para. 12]. For Chinese players, the game, based on "Journey to the West," holds familiar cultural touchstones, extending its appeal overseas primarily through local IP utilization [para. 12].

The one-time purchase model of "Black Myth: Wukong" deviates from the "pay-to-win" strategy employed by large gaming companies like Tencent and NetEase. Nevertheless, it has shown lucrative prospects. Analyst forecasts estimate sales could hit 20 million units on Steam alone, generating over 5 billion yuan in revenue [para. 13][para. 14]. The game's impact is paralleled to significant sporting milestones, noted by experts to symbolize a breakthrough in a field traditionally dominated by Western developers [para. 15].

In addition to boosting game-related revenue, "Black Myth: Wukong" has stimulated tourism and hardware sales [para. 15][para. 16]. Marketing collaborations and crossover initiatives with brands like Luckin Coffee and discussions about future cultural and tourism integration show the extensive influence of the game. These cross-industry efforts have led to substantial visitor increases in cultural heritage sites featured in the game [para. 21][para. 23].

Regulatory support from the Chinese government has also played a role, as noted by Zhejiang Publication & Media, the game's publisher. The game’s rapid approval indicates governmental backing for high-quality domestic games [para. 24]. This support aligns with the overall stability in game license issuance, enhancing industry confidence [para. 25][para. 26].

Game Science, founded by former Tencent employees, embarked on producing "Black Myth: Wukong" driven by dissatisfaction with current gaming trends and a desire to create more content-rich games [para. 34][para. 36]. Despite the challenges, including competition from game piracy and the niche market for console games in China, the game managed to set a new standard in the industry [para. 46][para. 47].

The game's success story has also been bolstered by global marketing efforts, although the smaller scale compared to Western developers represents a new frontier for Chinese game developers [para. 54]. "Black Myth: Wukong" has received mixed reactions internationally, balancing between criticisms for a lack of inclusivity and performance issues, and praise for its innovative approach to ARPGs [para. 57].

"Black Myth: Wukong" stands as a testament to China's potential in AAA game development, inspiring further ambitions among Chinese gaming companies. The domestic market, traditionally inclined towards smaller-scale projects, now sees the viability of AAA games, paving the way for more homegrown "seekers of the sutras" to follow this pioneering path [para. 67].

AI generated, for reference only
Who’s Who
Game Science
游戏科学
Game Science is the developer behind the hit game "Black Myth: Wukong." Founded by former Tencent employees in 2014, the company aimed to create high-quality games beyond the "pay-to-play" model. Despite early challenges with titles like "Hundred Generals" and "Art of War: Red Tides," Game Science succeeded with "Black Myth: Wukong," which broke sales records and garnered significant attention both domestically and internationally.
NetEase
网易
NetEase, represented by the NetEase Games division, is a major Chinese gaming company focused primarily on online games. The company has been impacted by the success of "Black Myth: Wukong," facing pressure from the new standard set by such high-quality single-player games. This has led NetEase to reassess and potentially innovate beyond its traditional mobile and online gaming strategies.
Tencent
腾讯
Tencent, represented by its subsidiary WeGame platform, has seen substantial involvement in the success of "Black Myth: Wukong." Despite Tencent's emphasis on online games with in-game purchases, this game demonstrated the profitability of a single-purchase model. Tencent invested in Game Science, the game's developer, and observed its groundbreaking success in the global market.
Zhejiang Publishing Media
浙版传媒
Zhejiang Publishing Media (浙版传媒, 601921.SH) is the publishing unit for the game "Black Myth: Wukong." The company stated that the game's rapid approval for release indicates government support for high-quality domestic games. This move highlights a positive shift in regulatory trends within China's gaming industry.
Shiji Huatong
世纪华通
Shiji Huatong, with the stock code 002602.SZ, is a company mentioned in the article. Its president, Xie Fei, indicated that the company complies with regulatory requirements in the gaming sector. The company has incorporated these standards into its management practices as part of its operational strategies in the gaming industry.
Hero Entertainment
英雄互娱
In 2017, Hero Entertainment invested 60 million yuan in Game Science, the company behind "Black Myth: Wukong," and held a 20% stake. Hero Entertainment was also the publisher for Game Science's previous title, "Art of War: Red Tides."
miHoYo
米哈游
miHoYo developed the 3A game "Genshin Impact," which became the most successful Chinese "outbound" mobile game. Since its global release in September 2020, "Genshin Impact" has consistently topped revenue charts, with mobile segment earnings exceeding $3.6 billion in its first two years.
AI generated, for reference only
What Happened When
From 2019 to 2023:
China's console game market grew from 1.76 billion yuan to 2.893 billion yuan.
November 2022:
Hangzhou released the Opinions on Promoting the High-Quality Development of Hangzhou's Animation, Gaming, and E-sports Industries in the New Era.
August 19, 2024:
Luckin Coffee launched collaboration merchandise with Black Myth: Wukong. The Limited Edition 3D Poster sold out within half a day.
August 20, 2024:
Black Myth: Wukong was released globally. Within an hour, the number of online players on Steam platform surpassed 1.08 million.
By 9 p.m. August 20, 2024:
The peak number of concurrent players exceeded that of Counter-Strike 2 (CS2).
By 6 p.m. August 21, 2024:
Number of online players on Steam for Black Myth: Wukong peaked at 2.22 million.
August 23, 2024:
Game Science announced that total sales across all platforms had surpassed 10 million units.
As of September 6, 2024:
The ratio of domestic to international players for Black Myth: Wukong was approximately 8:2, according to estimates by Gamalytic.
AI generated, for reference only
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