虎嗅

Another Steam category that has generated hundreds of millions in revenue and created multiple millionaires is now considered one of the top 2 globally?

原文:五人开发流水破亿,连环造富的Steam品类,又出了个全球Top2?

Summary of Key Points

The new game “Big Walk” by the Australian five-person team House House (known for creating “Untitled Goose Simulator”) has become an instant hit on Steam. Within six days of its release, it sold over one million copies, generating revenue of over 100 million RMB on Steam and briefly reaching second place on the global bestseller list. This game falls under the category of “friend-destroying games,” which focus on cooperative play among friends—often leading to hilarious situations due to misunderstandings or poor communication. In recent years, several games in this genre have achieved millions in sales, demonstrating that small teams can achieve great things with limited resources. The article analyzes the reasons for the success of “Big Walk,” the ongoing popularity of this game category, as well as the opportunities and challenges for smaller teams to enter the market.

1. What Makes “Big Walk” So Popular?

The core appeal of this game lies in turning social interaction with friends into an integral part of the gameplay:

  • Cooperative puzzles that force communication: For example, one player might observe patterns while another pieces together a puzzle, or one uses a countdown timer while another provides support. The asymmetry in information requires verbal communication to solve the puzzles, avoiding awkward silences.
  • Distance creates realism: The further players are apart, the softer their voices become, making it necessary to use in-game gestures, laser pointers, or signal flares for communication—simulating an era without smartphones, which leads to many hilarious moments (such as shouting loudly to find teammates).
  • The right balance of gameplay and interaction: The puzzles are not too difficult, so players don’t neglect chatting; at the same time, there are constant new tasks (finding coordinates, unlocking towers), keeping the game engaging. It’s like having an online chat session with friends, where you can enjoy the scenery while chatting and feeling a sense of achievement.

2. Why Do Friend-Destroying Games Continuously Succeed?

The success of this genre is not accidental:

  • The market is still expanding: Each new hit expands the user base of the category, with no signs of saturation so far.
  • Players enjoy variety: Friend-destroying games are like chewing gum—once you get tired of one, you move on to another, unlike games like “Minecraft” that can dominate for a long time. Players need new ways to interact with friends, so new games always attract attention.
  • Low cost, high return: These games don’t require sophisticated graphics (the simple design of “Big Walk” doesn’t affect its enjoyment), and they can be developed by small teams or even individuals (for example, “Deadly Company” was created by just one developer). The game’s popularity relies on players and streamers sharing funny moments, eliminating the need for expensive marketing efforts, resulting in significant profits with minimal investment.

3. Is the Bar Really Low? It Seems Easy, but It Requires Real Effort

Many think that friend-destroying games can succeed effortlessly, but the reality is:

  • They’re not for beginners: Successful teams usually have years of experience; for instance, the developer of “Deadly Company” has been in the game industry for ten years, and the “PEAK” team is a veteran of independent development.
  • Trial and error are essential: “Big Walk” took six years to develop, and its success was partly due to the revenue from its previous game, “Untitled Goose Simulator.” Small teams without funding may not be able to complete a game before it’s released.
  • Luck and skill are both important: Creative ideas don’t come out of nowhere; for example, the inspiration for “Big Walk” came from the team observing online meetings during the pandemic.

4. Are There Still Opportunities for Smaller Teams?

There are still opportunities for smaller teams in this genre, but they need to strike the right balance:

  • Identify social challenges: The gameplay should create interactions between friends (such as creating information asymmetry or requiring division of labor), rather than just allowing multiple players to connect online.
  • Leverage social sharing: Design gameplay that generates memorable moments (like funny mistakes or successful collaborations) to encourage players to share the game on video platforms.
  • Take your time to build a foundation: Don’t expect instant success; start with small projects to develop your gameplay and team skills, and be ready to seize opportunities when they arise.

Conclusion

The popularity of friend-destroying games reflects the modern need for online interaction with friends. This genre has not yet been monopolized by large companies, leaving room for smaller teams. However, creating a low-cost hit requires experience, creativity, and a bit of luck. The success of “Big Walk” shows that small teams can make a significant impact in the social gaming market by focusing on innovative gameplay.