Mobile social games: tencent harvest Momo scout sina envy

recently have news WeChat mobile games everyday parkour’s monthly income of hundreds of millions of messages, shake again let mobile games and mobile society. In the face of tencent in the field of mobile social dominance, the Internet company helpless, can only look at tencent big rich, now can only from tencent only devoted to a piece of message, and the most can pose a threat to tencent micro letter weibo is still on hold.

tencent harvest a suck up most of the market/span>

now, tencent micro letter in addition to playing the plane has been officially launched 5 game, love to eliminate every day, every day even sprout, master the rhythm “, “cool run every day”, “joy doudizhu”, the next will immediately launched “speed” everyday, will also be launched by the end of the third party in the two games the “heroes” and “the bubble gingerbread man.” Breakthrough in WeChat users 4 after, tencent always to the swift, since month launched WeChat 5.0 since rapid advance at the rate of a game half month, after a series of games to test, finally in a burst of “cool everyday run” won the market, single game monthly breakthrough of income not only for mobile gaming companies to envy, even the traditional game companies are very shocked. Astonishing fact to the industry announced mobile social originally so to force, before the fishing’s got talent “, “to find your sister”, “my name is MT “, but also so, completely vulnerable in front of the tencent strong social relationships.

users know often play mobile phone games, WeChat online games, are basically on the market for stand-alone game tencent, of a network or online games, some even is originally tencent stand-alone game, but in mobile Internet access to social attribute, the market value of the instant outbreak of these games, let tencent get rich. game can hold, but social relationship can’t hold, this is tencent’s core competitiveness. even if you do again good game, want to improve liquidate ability to work with tencent, either accept the demanding is divided into condition, either accept the investment or acquisition, or just waiting to be fake, this is at present, the development of the tencent game strategy, of course, how you are strong enough tencent will also grovelling to cooperate with you.

so, game makers of strength in the international market, tencent will choose cooperation, such as fruit ninja, “temple run 2 “, “plants vs zombies 2 ” and so on foreign masterpieces; For weak domestic small game makers, as long as accept tencent rules can enter tencent mobile gaming platform, such as card action before the end of the online game “heroes” and leisure to eliminate the bubbles gingerbread man and other domestic third party game; For neither necessary cooperation, and can’t entice the South Korea game makers, imitation is the best choice, for example, recently to be love to eliminate every day, every day even sprout, master the rhythm “, “cool everyday run” three game, and has not yet formally launched suspected of shanzhai “everyday speed” .

compared with fake home game, the stronghold of South Korea’s game is better choice. Way, South Korea game product more mature, more advanced design concept; And hold the domestic game will be a strong rebuke by manufacturers, this will inevitably cause the media criticism of public opinion. This experience by the PC game era tencent accumulated, but such small games, mobile games themselves are the same, puzzle games, recruit class game, music, games, sports games have similarities, fake or not is not good. If you’re good games, fake or you, even if finally entered the court, such as court ruling, the game has been out of date, because social game is a game, play with resistance, short life cycle. Even win in court, a big deal tencent game shelves to compensate some money as compensation, but big head let tencent took, and tencent stronghold for many years, has produced what is it?

also don’t envy WeChat money game, tencent in WeChat and game development is invested a great deal of gold eyes, 4 $user operating costs is the basis of the already very big, and has to buy more expensive investment (including many Korean game developers) game companies both at home and abroad, and so the envy of others at the same time also have to see what people do.

Momo still feel win-win cooperation is the preferred

now mobile game makers can only count on the remain devoted to the stranger, devoted to the latest figures show devoted to registered users has reached 7500 ten thousand active users nearly 1300 . Since this year Momo users into rapid growth, early 3 in the users also only 3000 , the 7 in the already broke through the 5000 , now to the 7500 , according to the speed of development down to early next year, devoted to devoted to users will break 1 million mark. And Momo active users than is ideal, remained in the 20% , is a number that has been considerable, in addition to tencent WeChat and hand Q , registered users and the most active users of mobile social applications, with no other grades of competitors, Momo will become the best choice for game companies in addition to tencent.

as early as in the