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中国迅速成为网络游戏的大国,网络游戏玩家已过2000万人,这是从媒体上常见的宣传。不过,这个大国还只是玩家众多的国度,或者市场大的国家,还远不能称其为网络游戏的研发生产大国。找出不足,应该是进一步发展的基础。看看表象,本土网游产品,一方面产品总量不多;其二,运营成功的游戏不多,自主研发的也不多,换句话说,成功运营、自主研发的本土企业太少,基本上集中在几家大公司,虽有了产业的雏形,还没形成完整的产业链条,多数仍是散兵游勇,各自为政;其三,成功游戏的选材内容很集中,不是《三国演义》、《西游记》,就是《水浒传》等几大传统名篇,实在显不出中国传统文化的博大精深,更不说自创的精彩游戏故事;其四,虽然游戏内容可以变化,游戏让玩家得以满足的方式却很单一。就像一场场不同类别的体育比赛,最后就是拿奖品。像《魔兽世界》这种让玩家耳目
China has quickly become a big country in online games. Online gamers have already passed 20 million people. This is a common propaganda from the media. However, this big country is still only a large number of countries players, or countries with large markets, far from being able to call it a major player in R & D and production of online games. Identifying shortcomings should be the basis for further development. Look at the appearance of local online games products, on the one hand, the total amount of products is small; Second, the operation of the game less successful, not much research and development, in other words, the successful operation of independent research and development too few local enterprises, basically Concentration in several large companies, although the rudiment of the industry, has not yet formed a complete industrial chain, most are still foolhardy, fragmented; Third, the selection of successful games content is concentrated, not “Romance of the Three Kingdoms”, “Journey to the West” , Is the “Outlaws of the Marsh” and other major traditional famous articles, it is obvious that the Chinese traditional culture is profound, not to mention their own wonderful game story; Fourth, although the game content can change, the game allows players to meet the way Very simple. Just like a different type of sports competition, the last is to take prizes. Like “World of Warcraft” This allows players to hear