虎嗅

Women's Dilemmas: "Prosperous World" Reaches 5 Million Downloads and the "Ao Yin Incident"

原文:女性向的两面:“《盛世天下》破500万”与“敖尹事件”

Summary of Key Points

This news article focuses on two events related to female-oriented games: first, the total sales of the "Shengshi Tianxia" series have exceeded 5 million units, demonstrating the prosperity of this niche market; second, the introduction of a new male character named Ao Yin in "Love and Deep Space" has sparked controversy, highlighting the challenges of transitioning from a "blue ocean" (low competition, high opportunities) to a "red ocean" (high competition) environment, where the diverse needs of players begin to conflict. The central argument is that the essence of female-oriented games lies in providing "emotional value" and a strong "emotional contract" with players. As more people enter this market, it becomes crucial to accurately understand and meet the specific demands of these subgroups; otherwise, it can lead to a loss of trust.

Detailed Analysis

1. Female-Oriented Games: From a "Uncontested Market" to a Fierce Competition

A few years ago, female-oriented games were still in a "blue ocean"—there were few developers, and players' needs were largely unmet, making it easy for any decent game to be successful. For example, the success of "Shengshi Tianxia" was due to tapping into this early-stage opportunity: at that time, there were few games specifically designed to cater to female players' emotional needs, so its release led to immediate sales of 5 million units.

However, things have changed now: major companies like Tencent and NetEase have entered the market, as well as smaller teams seeking their share of the profits. With more participants and a wider range of choices, players' expectations have risen significantly. What used to be sufficient simply being available has become about meeting specific personal preferences—this marks the transition from a blue ocean to a red ocean, where competition shifts from "being available" to "being of high quality."

2. The Ao Yin Incident: Not Just Player Grievances, but a Break in the "Emotional Contract"

The core issue with the Ao Yin incident is that players felt their expectations (the "emotional contract") with the game were violated. What is an "emotional contract"? In a romance game, players often invest money in purchasing skins, participating in card draws, and spending time on the storyline of the male characters, assuming that these elements are exclusive to them. When a new character like Ao Yin is introduced and given more emphasis at the expense of the existing ones, players may question: "Why should my money support a character I don't know?"

This also involves a "zero-sum game for resources"—the game's artistic design, writing, and storyline have limited capacity, so giving more to one character means less for others. Players' sense of being deprived arises from this feeling of having their exclusive rights taken away, not necessarily because they dislike the new character itself.

3. Diverse Player Groups with Contradictory Needs

Female-oriented players are not a homogeneous group but can be divided into several subcultures with distinct preferences:

  • Yin-Ero (Girl-Love) Fans: They want a direct romantic relationship with the male protagonist and demand exclusivity.
  • Dream Girls: They emphasize their own individuality and prefer a storyline that does not involve role-playing.
  • Female Protagonist Fans: They enjoy watching the protagonist's relationships with other characters without becoming emotionally invested.
  • Original Female Characters Fans: They create their own characters for the protagonist to interact with.
  • Fan Girls: They are interested in male-male relationships and do not care about romantic plots between males and females.

These subgroups have conflicting needs; for instance, Yin-Ero fans cannot accept any romantic interest of the protagonist with other characters. The Ao Yin incident illustrates how failing to understand these distinctions can lead to misunderstandings.

4. Why Do Developers Often Make Mistakes?

The reason developers often fail is their lack of awareness of the barriers between different player communities. Their intentions may be to expand the storyline or increase revenue (new characters can sell skins and cards), but they overlook how significant these differences are. For example, in the Ao Yin incident, the team might have made two mistakes:

  • Introducing a New Character to Boost Popularity: They might have intentionally downplayed the existing male character to highlight the new one.
  • Blurring Emotional Interactions: By creating ambiguous interactions between new and old characters, they aimed to please Fan Girls but offended Yin-Ero fans.

The result is that key players became dissatisfied, undermining the trust foundation of the game. Female-oriented games rely on a sense of exclusivity, and breaking this can lead to player turnover.

5. Surviving in a Red Ocean: Be Moderate and Respect Boundaries

To avoid mistakes in a competitive market, developers should follow these three principles:

  • Be Cautious with New Characters: Test players' reactions before introducing them (e.g., through a limited-time event) and ensure new characters do not overshadow the existing ones.
  • Target Your Audience Clearly: Define your game's niche (e.g., if it's for Yin-Ero fans, avoid content that appeals to Fan Girls).
  • Respect Player Exclusivity: If players strongly oppose a new character, consider creating a separate game. Failing to do so can harm the original IP.

Conclusion

The era of easy profits in female-oriented games is over; now, success depends on a deep understanding of player psychology. Those who can accurately cater to specific audience needs and maintain the "emotional contract" will have a better chance of thriving in this competitive market. The Ao Yin incident serves as a warning to all game teams: in the female-oriented genre, understanding players is more important than creating content.