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  Culture clash: Why Arena of Valor is struggling in America

  文化冲突:美国的《王者荣耀》为什么在挣扎

  It's impossible to argue that Tencent's Honor of Kings isn't the biggest mobile game in the world right now.

  不得不说腾讯的《王者荣耀》目前是世界最大手游。

  In 2017, the mobile MOBA generated $1.9 billion in revenue and boasted 200 million active players in China alone. It became the focus of a new esports initiative called the King Pro League (KPL). Younger players even had their play time restricted by Tencent in July last year after government concerns about its impact.

  2017年MOBA游戏创造了19亿美元的收益,单在中国就有2亿活跃玩家,它成为一个新的电子竞技赛事《王者荣耀职业联赛》的重点。去年7月政府担心该游戏的影响,腾讯甚至限制了年轻玩家的游戏时间。

  Yet in the west, its sister title Arena of Valor is disappointingly plodding along.

  然而在西方,它的姊妹篇《王者荣耀》前景却不容乐观。

  (美版的蝙蝠侠就是中国版的兰陵王)

  According to Sensor Tower, the game has taken six months to cross the one million install mark on both Google Play and the App Store in the country.

  据Sensor Tower(移动应用数据分析公司)称,该游戏花了6个月时间才拿下美国Google Play和App Store 100万的安装量。

  Furthermore, it's only generated $3 million to date - less than Honor of Kings does in a single day domestically.

  此外,截至目前收入仅为300万美元——低于《王者荣耀》在国内的单日收入。

  Why then is Arena of Valor struggling in the US?

  那么《王者荣耀》在美国为什么没有打开市场?

  Partially, it's a victim to market trends, but mostly it's a game lost in translation. By being stripped of China's unique cultural and market context, Arena of Valor lost much of what made Honor of Kings work, and has suffered in the process.

  部分原因是受市场潮流影响,但主要还是该游戏变味了。没有了中国独特的文化和市场氛围,《王者荣耀》丢掉了很多促使其成功的要素,推广受阻。

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