对印度文创充满信心:分析师谈印度未来一定会有类似《黑神话:悟空》和《原神》这样的游戏
2025-03-30 严陵居士 8108
正文翻译
"We clearly have the talent."

“很明显我们也拥有聪明才智。”

China's video game industry has had some huge, global hits in the past few years with games like Black Myth: Wukong and Genshin Impact. But we have yet to see equivalent success from games made in India - which has a similarly-sized population of around 1.4 billion people, along with the fifth largest economy on the planet. In fact, it's rare to see an Indian game become a big hit outside the country's own borders.

过去几年,中国的视频游戏产业凭借《黑神话:悟空》和《原神》等游戏在全球范围内取得了巨大的成功。然而,尽管印度拥有与中国相近的约14亿人口规模,以及全球第五大经济体的地位,却未能看到同等成功的本土游戏出现。事实上,印度游戏在除本国以外地区成为大热门的情况极为罕见。

"Eighteen percent of the world lives here, how can we not be represented in one of the primary entertainment mediums?" asks Shalin Shodhan, director of the Gujarat-based indie studio Masala Games. "That's a mind-boggling thing, if you really think about it. We have so many stories to tell. There's so much interesting stuff, both in ancient and modern India, that could be showcased."

“世界上有18%的人口生活在这里,我们怎么能不在主要娱乐媒介之一中有所斩获?”总部位于古吉拉特邦的独立工作室Masala Games的总监沙林·肖丹问道,“如果你认真思考一下,这真的令人难以置信。我们有如此多的故事可以讲述。无论是古代还是现代的印度,都有许多有趣的内容值得展示。”

Narinder Kapur, a senior analyst at Niko Partners, notes that India-based developers have seen some domestic success, particularly on mobile. Smartphones are the dominant gaming devices in India, with around 94 percent of Indian gamers playing primarily on mobile, according to Niko Partners’ 2024 survey. "One of the most popular games in India is called Ludo King, and it's basically Ludo in app form," says Kapur, but other hits also include the battle royale shooter Underworld Gang Wars from Mayhem Studios in Bengaluru, and the recently released Indus: Battle Royale from SuperGaming, which has put its own spin on the Fortnite formula with an Indo-Futurism aesthetic.

Niko Partners的高级分析师纳林德尔·卡普尔指出,印度本土开发商在国内市场上取得了一些成功,特别是在移动端。根据Niko Partners2024年的调查,智能手机是印度最主要的电子游戏设备,约有94%的印度玩家主要通过手机进行游戏。“印度最受欢迎的游戏之一是《Ludo King》(鲁多王,一款手机棋盘游戏),它实际上就是将传统的飞行棋搬到了手机上,”卡普尔说。其他热门游戏还包括班加罗尔Mayhem Studios开发的射击类大逃杀游戏《Underworld Gang Wars》(地下世界帮派战争),以及SuperGaming最近推出的《Indus: Battle Royale》(印度皇室战争),该游戏以印式未来主义美学为特色,对《堡垒之夜》的玩法进行了创新。

Niko Partners also reports that there are now around 508 million gamers in India, who spent an estimated $943 million in 2024. The venture-capital firm Lumikai puts the figure even higher, at $3.8 billion. Yet India's games industry still remains comparatively tiny. China, with its similarly-sized population and similarly mobile-dominated market, saw predicted gaming revenues of around $49.8 billion in 2024, according to Niko Partners.

Niko Partners还报告称,目前印度约有5.08亿游戏玩家,在2024年共花费了约9.43亿美元。风险投资公司Lumikai的数据更高,估计为38亿美元。然而,印度的游戏产业规模仍然相对较小。中国作为一个人口规模相似、同样以移动设备为主的市场,据Niko Partners预测,其2024年的游戏收入约为498亿美元。

Ludo King is one of India's most popular and successful games.

Ludo King是印度最受欢迎且最成功的游戏之一。

Multiple reasons have been put forward to explain why India's games industry lags behind in terms of scale. Kapur notes it could be partly down to years of antagonistic attitudes towards gaming in the country. "For a long time, video games were looked upon as a waste of time and a waste of money, especially back when incomes weren't as high as they are now," he says, adding that parents would question the wisdom of using expensive computers for playing rather than education. "Even after India’s software services industry exploded, the video games industry didn't take off in parallel, because a lot of people who had the requisite talent to go out and develop games would go out into the larger software services industry."

对于为何印度游戏产业规模落后,业界提出了多种原因。卡普尔指出,部分原因可能在于多年来该国对游戏行业的敌视态度。“长期以来,视频游戏被认为是在浪费时间和金钱,尤其是在收入水平不像现在这么高的时候,”他说,并补充道,家长们常质疑使用昂贵电脑玩游戏而非用于教育是否明智。“即使在印度的软件服务行业迅速崛起后,游戏行业也没有同步起飞,因为很多有能力开发游戏的人才选择了进入更大的软件服务领域。”

Beyond that, there are at least two key issues that have stymied the ascent of the Indian games industry: training and funding, with the latter already garnering reports of how investors are failing marginalinsed groups of developers all around the world. "We don't have angel investors or VCs backing us, and platforms like Kickstarter or Indiegogo are not supported in India, so that revenue is not available," says Harish Chengaiah, the founder of Outlier Games in Chennai. Meanwhile, government funding has tended to prioritise essentials like sanitation and clean energy rather than media and entertainment. "So broadly speaking, there's no money anywhere."

除此之外,还有两个关键问题阻碍了印度游戏产业的发展:培训和资金。后者已经引发了关于投资者如何忽视世界各地边缘化开发者群体的报道。“我们没有天使投资人或风险资本支持,像Kickstarter或Indiegogo这样的平台在印度也不被支持,因此这些收入来源对我们来说不是可选项,”钦奈Outlier Games的创始人哈里什·程盖亚表示。与此同时,政府资助往往优先考虑卫生和清洁能源等基本需求,而不是媒体和娱乐。“所以总体而言,在游戏领域哪里都没有资金。”

In addition, the late blooming of India's games industry means there are relatively few people in the country with enough experience to provide training. Chengaiah, who's now 28, experienced this himself when he enrolled into a game design course after high school, only to drop out following his disappointment at the quality of the teaching. "Unlike the West, the first generation of game developers are still working in industry: we haven't gotten old enough to retire and become lecturers," he says.

此外,印度游戏产业起步较晚,导致国内缺乏拥有足够经验的人来提供培训。程盖亚今年28岁,他在高中毕业后曾报名参加了一个游戏设计课程,但由于教学质量令他失望而退学。“与西方不同的是,第一代游戏开发者仍在行业内工作:我们还没有老到退休并成为讲师的地步,”他说。

There are also big skill gaps. "We are very good at art, we are very good at programming, we are very good at QA, but design and narrative development is something that we lack. If you see our education system in India, it's very technically competent, not so much creatively competent."

行业技能差距也是一个大问题。“我们在美术、编程和质量保证方面非常出色,但在设计和叙事开发方面存在不足。如果看看印度的教育体系,就会发现它技术能力很强,但创造力方面却不够突出。”
原创翻译:龙腾网 https://www.ltaaa.cn 转载请注明出处


Even though India's market is dominated by mobile, Chengaiah reckons that among the 120 or so members of the Indian game dev founders WhatsApp group he created, around 50 are working on PC and console titles. Outlier Games itself has been periodically developing a third-person PC action-adventure game called Deliverance for around three years, often relying on friends doing pro bono work.

尽管印度市场以移动端为主,但程盖亚估计,在他创建的一个约有120名成员的印度游戏开发者创始人WhatsApp群组中,大约有50人正在开发PC和主机游戏。Outlier Games本身也一直在开发一款名为《Deliverance》的第三人称PC动作冒险游戏,该项目已持续了大约三年时间,团队经常依靠朋友免费帮忙完成工作。
原创翻译:龙腾网 https://www.ltaaa.cn 转载请注明出处


Deliverance has been put on the back burner for now due to a lack of funding support.

由于缺乏资金支持,《Deliverance》项目目前已被暂时搁置。
原创翻译:龙腾网 https://www.ltaaa.cn 转载请注明出处


"We don't have an office," Chengaiah says. "I mean, for registration purposes, we do have an office, but nobody works in that. It's all remote, nobody's getting paid. So the way I sustain my teammates is I have a day job in another game company, and I do a lot of consulting and freelance game design, game production work."

“我们没有办公室,”程盖亚说道,“我是说,为了注册需要,我们确实有一个办公室,但没人在那里工作。所有工作都是远程完成的,团队成员都没有报酬。我维持团队的方式是,我自己在另一家游戏公司有一份全职工作,同时我还做了大量的咨询和自由职业的游戏设计与制作工作。”

The hope is that if they find a publisher, people can start earning salaries. But PC and console publishers are as rare as hens' teeth in India. The only one Chengaiah knows of is 1312 Interactive, which was formed recently by a friend. Outlier Games was aiming for a $1 million USD budget for Deliverance, "which, by Western standards, is actually not that much for a third-person action-adventure game." He reckons a similar title would cost perhaps $5-6 million USD if it was made outside India. Even so, given current market conditions, the publishers he has approached are only willing to put up a maximum of $300,000 USD - so Chengaiah has made the difficult decision to put Deliverance on the back burner and start again with a smaller, narrative-driven title.

他们的希望是,如果能找到发行商,团队成员就可以开始领取薪水。但在印度,PC和主机游戏的发行商非常稀少。程盖亚所知道的唯一一家是最近由一位朋友创立的1312 Interactive。Outlier Games原计划为《Deliverance》争取到100万美元的预算,“按照西方标准,这其实不算多,特别是对于一款第三人称动作冒险游戏。”他认为,类似的游戏如果是在印度以外开发的,可能需要花费500万到600万美元。即便如此,在当前的市场条件下,他接触过的发行商最多只愿意提供30万美元的资金支持——因此程盖亚做出了艰难的决定,将《Deliverance》项目暂时搁置,转而从头开始制作一款规模更小、以叙事驱动的游戏。

Like Outlier, Shalin Shodhan’s Masala Games is a mostly remote-working company, and it mostly relies on contract work. But Shodhan had the advantage of gaining valuable experience in the US. While he was doing his master’s degree at Carnegie Mellon University in 2003, a recruiter from EA spotted his work on terraforming, and snapped him up to work with Will Wright on the groundbreaking Spore. After spending years at EA, Shodhan left to join Pixar, working as a shading artist on movies such as Toy Story 3 and Inside Out. But when his wife gave birth to twin boys in 2014, they made the momentous decision to move back and raise them in India.

与Outlier类似,沙林·肖丹的Masala Games也是一家主要依靠远程工作的公司,并且主要依赖合同工作。不过,肖丹有在美国积累宝贵经验的优势。2003年,他在卡内基梅隆大学攻读硕士学位时,EA的一位招聘人员发现了他的地形改造作品,并将他招入麾下,与Will Wright一起参与了开创性的游戏《孢子》的开发。在EA工作了多年后,肖丹离开公司加入皮克斯,担任电影《玩具总动员3》和《头脑特工队》的着色艺术家。然而,2014年,当他的妻子生下一对双胞胎男孩时,他们做出了重大决定,搬回印度抚养孩子。

"We definitely needed family support," Shodhan says. "So the decision was very big, but also very clear. And in retrospect, actually a really good move, because it freed me to do some of the more entrepreneurial stuff and try some of the more bold things that brings us to where we are, whereas if I'd stayed in the US, I’d still have to work within other companies."

“我们确实需要家庭的支持,”肖丹说,“所以这个决定既重大又明确。回想起来,这实际上是一个非常好的选择,因为它让我能够做一些更具创业精神的事情,尝试一些更大胆的举动,这才让我们走到了今天的位置。如果我留在美国,我可能还得继续在其他公司工作。”

Now, after around two years of development, Masala Games' first PC title is due for release on 3rd April 2025, accompanied by an animated movie. Detective Dotson features an aspiring Bollywood star who reluctantly becomes a detective after the death of his father, then sets out to solve a series of cases set in modern India.

现在,经过大约两年的开发,Masala Games的首款PC游戏定于2025年4月3日发布,并附带一部动画电影。《Detective Dotson》讲述了一位有志成为宝莱坞明星的年轻人,在父亲去世后不情愿地成为一名侦探,并着手解决一系列发生在现代印度的案件。

Detective Dotson arrives on Steam this April.

《Detective Dotson》将于今年四月登陆Steam。

"I don't just want to talk about ancient, epic, magic, fantasy India; I really want to talk about the India that I walk out into, because I feel that it's more interesting than our past," Shodhan says. As such, Detective Dotson offers a pixellated representation of crowded, chaotic, modern Indian life, with elements such as the ubiquitousness of election posters and the constant, casual littering - which Dotson can take exception to by hurling the litter back at the culprit. "Littering is a real problem here," Shodhan says. "This is a personal pet peeve, and something that I wanted to send a message about."

“我不想仅仅谈论古老、史诗、魔法、奇幻的印度;我真的很想谈谈我走出家门所看到的印度,因为我觉得它比我们的过去更加有趣,”肖丹说。因此,《Detective Dotson》以像素化的形式展现了拥挤、混乱的现代印度生活,其中融入了许多元素,比如无处不在的选举海报和随处可见的随意乱扔垃圾现象——Dotson可以通过将垃圾扔回肇事者身上来表达不满。“乱扔垃圾在这里是个大问题,”肖丹说,“这是我个人非常讨厌的事情,我也希望通过这种方式传达一个信息。”

Chengaiah enthuses about the huge potential scope for games set in India. "We have about 3000 years’ worth of history to tap into, so that's a lot of material, right?" Then again, he adds that the past few years have seen a few hurried releases of mobile games set in India that have "left a very, very sour taste in the mouth of Indian gamers". He cites titles such as the shooter FAU-G, as well as the just-released Indus. "[Indus] is barely in beta, and then they released it, so it's a very rushed game."

程盖亚对以印度为背景的游戏潜力充满热情。“我们有大约3000年的历史可以挖掘,所以素材非常丰富,对吧?”不过,他补充说,过去几年出现了一些匆忙发布的印度背景手机游戏,给印度玩家留下了“非常糟糕的印象”。他提到了射击游戏《FAU-G》,以及刚刚发布的《Indus》。“《Indus》还处于测试阶段,但他们就发布了,所以是一款非常仓促的游戏。”

The much-hyped card battler Kurukshetra: Ascension, based on the famous epic of the Mahābhārata, has also been a commercial disappointment, he says. "Indians don't play card battlers. You can't just have Mahābhārata and then put it in a genre that no one in India cares about." As a consequence of all this, he thinks that Indian gamers have become wary of India-set games. "They'll be like, 'Ah, no, no, we are not trusting that. Make a good game first, and then come back to us. It doesn't even have to be set in India, make a good game'."

他还提到备受期待的卡牌战斗游戏《Kurukshetra: Ascension》,这款游戏基于著名的《摩诃婆罗多》史诗,却在商业上令人失望。“印度人不玩卡牌战斗游戏。你不能只是把《摩诃婆罗多》塞进一个印度没人关心的类型里。”正因为如此,他认为印度玩家对以印度为背景的游戏变得谨慎起来。“他们会说,‘啊,不要,我们不会再信任这些了。先做出一款好游戏,然后再来找我们。甚至不需要设定在印度,只要是一款好游戏就行。’”

Nevertheless, a recent report by Lumikai found that 60 percent of Indian gamers want to see more games that represent their local culture and language. Furthermore, all the signs point towards the Indian games industry turning a corner in the near future. The Indian government is implementing a new Animation, Visual Effects, Gaming, and Comics Extended Reality (AVGC-XR) policy, which should provide funding and training for people working in the games industry.

然而,Lumikai最近的一份报告显示,60%的印度玩家希望看到更多代表本地文化和语言的游戏。此外,所有迹象都表明,印度游戏行业即将迎来转机。印度政府正在实施一项新的动画、视觉效果、游戏和漫画扩展现实(AVGC-XR)政策,该政策将为游戏行业从业者提供资金和支持。

Chengaiah, who has helped to advise on the policy, says it will make it much easier for games companies to set up subsidiaries in India, and it will also help to fix the "chicken and egg problem" of universities failing to provide video-game-related courses as a result of there being so few jobs in the industry. Instead, Chengaiah says, the government, academies and industry will decide together which courses are required, and the government will offer incentives for universities that run the chosen courses.

曾参与政策建议的程盖亚表示,这项政策将使游戏公司在印度设立子公司变得更加容易,同时也能解决“鸡和蛋问题”,即由于游戏行业的工作机会太少,大学未能提供与视频游戏相关的课程。相反,政府、学术界和行业将共同决定哪些课程是必要的,政府还将为开设这些课程的大学提供激励措施。

At the same time, the visa process is being streamlined for foreign nationals who want to come and work in games, with the hope that by attracting experienced professionals from Europe, the US and Japan, "that knowledge will trickle down in our industry," Chengaiah says. Perhaps most importantly, the policy is also looking to provide funding for developers in the form of things like prototype grants and production incentives, where a percentage of a game’s production budget is reimbursed by the government.

与此同时,签证流程正在简化,以便吸引来自欧洲、美国和日本的外籍专业人士前来印度工作,程盖亚说:“这些知识将会渗透到我们的行业中。”或许最重要的是,该政策还计划为开发者提供资金支持,例如原型开发补助金和生产激励措施,政府将报销游戏生产预算的一部分。

Those are the broad guidelines, but because India operates under a federal system, it's up to each individual state to pick and choose which parts of the policy it intends to implement, and in what way. "Some states have already implemented it," says Chengaiah, adding that his state, Tamil Nadu, will be implementing the policy later in 2025.

这些都是总体指导方针,但由于印度实行联邦制,各邦可以自行选择实施政策的哪些部分,以及如何实施。“有些邦已经实施了这项政策,”程盖亚说,他所在的泰米尔纳德邦将于2025年晚些时候实施这一政策。



The logo for PlayStation's India Hero Project.
The logo for Krafton's India Gaming Incubator project.

PlayStation的印度英雄项目(India Hero Project)。
Krafton的印度游戏孵化器项目(India Gaming Incubator)。

There are industry programs, too. Following on from the success of its China Hero Project, PlayStation launched the India Hero Project in 2023 to support and showcase emerging talent from the region, and the inaugural cohort of five games includes Meteora: The Race Against Space Time, Fishbowl, Mukti, Requital: Gates of Blood, and Suri: The Seventh Note. The second cohort has just been announced, too, though it's shrunk to just two games this year: Bloody Boots and Lokko.

行业内也有相关的扶持计划。继其“中国英雄项目”(China Hero Project)取得成功后,PlayStation于2023年推出了“印度英雄项目”(India Hero Project),以支持和展示该地区新兴的游戏人才。首届入选的五款游戏包括《Meteora: The Race Against Space Time》、《Fishbowl》、《Mukti》、《Requital: Gates of Blood》和《Suri: The Seventh Note》。第二届名单也刚刚公布,不过今年缩小到仅两款游戏:《Bloody Boots》和《Lokko》。

Krafton, the publisher behind PlayerUnknown's Battlegrounds, also opened registrations for the second cohort of its Krafton India Gaming Incubator last October, where six to ten development teams will receive six to twelve months of mentorship and financial support to make their game. The first cohort comprised four games, and included Sojourn Past, Tale of Honor, Gangster Carnival and Spice Secrets.

《绝地求生》的发行商Krafton也在去年十月开启了其“印度游戏孵化器”(Krafton India Gaming Incubator)第二期项目的报名工作。该项目将为六到十个开发团队提供为期六到十二个月的指导和资金支持,以帮助他们完成自己的游戏。第一期项目包含四款游戏,分别是《Sojourn Past》、《Tale of Honor》、《Gangster Carnival》和《Spice Secrets》
原创翻译:龙腾网 https://www.ltaaa.cn 转载请注明出处


Given all this, Chengaiah thinks we’ll be seeing "a very steady launch of Indian PC and console games" from 2025 onwards, while Lumikai predicts that India’s gaming revenues will skyrocket to $9.2 billion by 2029. And if one Indian game was to break through internationally, it could elevate the whole industry and attract much-needed investment, just like The Witcher did for Poland, for example. "Every country has that one game," Chengaiah says, and similarly, Kapur sees no reason why India won't have its own breakout game: "I think the Indian market at some point will have its Black Myth: Wukong or Genshin Impact moment."

鉴于这些发展,程盖亚认为从2025年开始,我们将会看到“印度PC和主机游戏的稳定发布”,而Lumikai预测到2029年,印度的游戏收入将飙升至92亿美元。如果有一款印度游戏能够像《巫师》(The Witcher)对波兰的影响一样,在国际上取得突破,这可能会提升整个行业并吸引急需的投资。程盖亚表示:“每个国家都有那么一款代表作。”同样,卡普也认为印度完全有可能拥有自己的爆款游戏:“我认为印度市场迟早会迎来属于自己的《黑神话:悟空》或《原神》时刻。”

Shodhan thinks it’s high time, too. "I see folks from India, such as myself, who go abroad and are plugged into the culture there, and are doing exceptional things. Why can't the same happen here?" He reckons it’s simply a case of someone being brave enough to venture out and succeed, carving a path for others to follow. "Once that happens, all hell will break loose."

肖丹也认为是时候了。“我看到许多像我一样的印度人出国后融入当地文化,并做出了非凡的成绩。为什么同样的事情不能在印度发生?”他认为,这只是需要有人勇敢地迈出第一步并取得成功,从而为其他人开辟道路。“一旦这种情况发生,整个行业将迎来爆发式增长。”
原创翻译:龙腾网 https://www.ltaaa.cn 转载请注明出处


"We are already doing a lot of work for these companies all around the world, and we're already providing the quality," he concludes. "We clearly have the talent. It's just a matter of belief and a few foolishly bold investments."

他总结道:“我们已经为世界各地的公司做了大量工作,也已经证明了自己的质量。我们显然拥有人才。现在所需要的只是信念,以及一些大胆而冒险的投资。”

评论翻译
Gtm100 4096
A game where they fight off British colonialism would be interesting. They have a lot of history and legends to pull ideas from.

一款以抗击英国殖民主义为主题的游戏会很有趣。印度拥有丰富的历史和传说,可以从中汲取创意。

diesto_cresta 0386
@Gtm100 that would be cool.
Incorporate bollywood style ott action.
Dynasty warriors meets max payne meets removing coloniolism....haha

@Gtm100 那会很酷。
融入宝莱坞风格的夸张动作。
《真三国无双》遇到《马克思·佩恩》,再结合反殖民主义……哈哈。

zestfulix 7271
@diesto_cresta is it weird to say i immediately thought of the simpsons take on bollywood action when i read this

@diesto_cresta 我读到这个时,立刻就想到了《辛普森一家》对宝莱坞动作戏的恶搞,这么说奇怪吗?

Brainflowers 6851 Supporter
@Gtm100
Hate to say it, but just imagine the anti-woke uproar over that
Truly the worstest timeline.
@Gtm100

很遗憾,但想象一下如果真的做了这样的游戏,反对“觉醒文化”的人群会有多愤怒
真是最糟糕的时间线了。

Gtm100 4096
Google 'British empire war crimes' Worse than the nazis. And that's saying something. They used the British empire brutality to sell fascism to the Germans in the 1930's. It was in their propaganda. It's also where they got the idea of concentration camps from. People don't forget and it takes multiple generations.

谷歌一下“英国帝国战争罪行”,比纳粹还恶劣。这已经说明了很多问题。他们在20世纪30年代以大英帝国的暴行向德国人兜售法西斯主义,这是英国人的宣传手段之一。集中营的概念也是从他们那里来的。人们不会忘记,这种记忆需要几代人才能消散。

IronCladChicken 0546
@Gtm100
They have a lot of history and legends to pull ideas from.
This is the thing India has a HUGE history and legendarium to pull from.
But all the west wants is stuff about itself - again and again and again.
I'd like to see Indians as Indians - not perpetual victims.
@Gtm100

他们(印度)有丰富的历史和传说可以借鉴。
这正是印度的优势——有着极其庞大的历史和传说体系。
但西方人只想要涉及自身的游戏内容——一遍又一遍永无休止的。
我希望看到印度人树立作为印度人本身的形象,而不是以永远的受害者姿态出现。

Teharistocrat 7356
@Gtm100 I'd prefer a Wukong/God of War game that leverages Hindu gods for material. That could be amazing really.

@Gtm100我更喜欢一款像《黑神话:悟空》或《战神》那样的游戏,利用印度教的神灵作为素材。那真的会非常精彩。

yovargas2 5528
Make a good game first, and then come back to us. It doesn't even have to be set in India, make a good game'.
This advice on the setting strikes me as particularly noteworthy. I find the assumption that because the game was made in India then it's going to be about India in one way or the other kind of strange. Trying to do something with specifically Indian flavor is cool and all but going in with that mentality is also needlessly limiting. If you look at successes in the games industry, most games are based in invented settings, from Mario to Mortal Kombat to Minecraft to Monster Hunter.

“先做出一款好游戏,然后再来呼唤玩家。甚至不需把游戏设定在印度,只需要推出一款好游戏即可。”
这条建议特别深入我心。我觉得假定因为游戏是在印度制作的,就一定会以某种方式围绕印度展开,这种想法有点奇怪。尝试制作具有印度特色的内容是挺酷的,但如果一开始就抱着这种心态,反而会显得局限。看看游戏行业的成功案例,大多数游戏都设定在虚构的世界中,从《马里奥》到《真人快打》,再到《我的世界》和《怪物猎人》。

kipue 5585
I loved my time with the game, but I still think that Black Myth was lightning in a bottle moment
China produces tons of great, very interesting games of the like all the time, but usually they get bogged down by bad translation, very culture-specific, hard to convey world setting/story, terrible performance, etc.
I don't know how this one got to capture the international interest, as they usually don't really bother to do marketing and such to capture a WW audience...
I'm waiting to see what next huge hit they are able to make, but I don't know when/if it will happen.

我很喜欢这款游戏,但我仍然认为《黑神话:悟空》是一个不可复制的成功。
中国一直在制作大量优秀且有趣的类似游戏,但通常它们会被糟糕的翻译、文化相对特定的制约、难以传达的世界观/故事以及性能问题所拖累。
我不知道这些作品是如何吸引国际关注的,因为中国开发商通常并不怎么努力去做全球营销……
我期待看到他们接下来能否做出另一个爆款,但我不知道这会在什么时候发生,甚至会不会发生。

themightyant 3975 Supporter
@kipue “lightning in a bottle” suggests it’s happened once. How do you explain Genshin Impact’s lasting popularity? Around 60 million players a month after 4+ years and only around half in China. Or Honkai Star Rail, Wuthering Waves, ZZZ, etc.

@kipue “lightning in a bottle”(瓶中闪电)意味着这种事情只发生了一次。那么你怎么解释《原神》的持久流行?四年多过去了,每月仍有约6000万玩家,其中只有一半来自中国。还有《崩坏:星穹铁道》、《鸣潮》、《绝区零》等等。

I think China has only just started to push massive budgets towards games, only started to push graphical fidelity, and as they learn what the global audience wants, and improve their craft, they will continue to see massive success.

我认为中国才刚刚开始为游戏投入巨额预算,才刚刚开始追求画面真实度,随着他们了解全球受众的需求并提高制作水平,他们将继续取得巨大的成功。

Not every release will be Black Myth Wukong in scale, just as very few Western Games hit Hogwarts Legacy’s success, but I’m certain we will see a lot more huge hits from China over the next decade. It’s only just starting.

并不是每一款作品都能达到《黑神话:悟空》的规模,就像很少有西方游戏能达到《霍格沃茨之遗》的成功一样,但我确信在未来十年我们会看到更多来自中国的巨大成功。这才刚刚开始。

India meanwhile is further behind on that journey, their audience is still mostly mobile and it doesn’t align with western gamers so much. But I’m sure in time their time will come too.

与此同时,印度在这条路上走得更慢一些,它的受众主要还是集中在移动端,与西方游戏玩家的偏好不太一致。但我相信随着时间推移,印度也会迎来属于自己的机会。

I look forward to playing all these games with different views on the world.

我期待玩到这些展现不同世界观的游戏。

kipue 5585
@themightyant good points, I focused on black myth which was mentioned here in the thread.
but the games you mention are to my eyes more broad in general appeal, not rooted so much in the deep country's culture.
But you are correct!

@themightyant你说得很有道理,我只是专注于这个帖子提到的《黑神话:悟空》。
不过你提到的游戏在我看来确实更具普遍吸引力,没有那么深植于本国文化的根基。
但你说得对!

StriderShinryu 3730
I would imagine it's only a matter of time. As stated in the article, a lot of the challenge is just that it's quite a ways behind many other places in the world for that level of experience and history in the medium. Though I an curious about the level of interest in very specifically "Indian" games outside of India.

我想这只是时间问题。正如文章所说,印度面临的很多挑战在于,在这一领域,它落后于世界上许多其他地方。尽管我对“纯印度”游戏在印度以外引起玩家的兴趣程度感到好奇。

There did seem to be a lot of interest in Black Myth outside of China but it's hard to say where the balance was between it's exceptional graphics, serving an at the time relatively under represented genre and it's clearly China focused inspiration in a story that was still at least known elsewhere. I'd imagine it was a mix but I don't know how it would have landed if any of those pillars was removed.

《黑神话:悟空》在中国以外的确引起了很大关注,但很难说这种兴趣的平衡点在哪里——是因为它出色的画面、填补了一个当时相对空白的类型,还是因为它虽然灵感来源聚焦于中国传统文化,但游戏故事本身至少在其他地区也有一定的知名度。我觉得可能是多种因素的结合,但如果去掉其中任何一个支柱,效果可能会大不相同。

Crit20 5908
508 million gamers in India, who spent an estimated $943 million in 2024
There is your reason

印度有5.08亿玩家,在2024年花费了约9.43亿美元。
这就是原因。

Raveen 3672
@Crit20 Not even two bucks each. Can’t really support much diversity on a market like that.
Any premium (not free-to-play) games would have to aim for other markets, like China or the west.

@Crit20合每个人平均不到两美元。这样的市场很难支撑起足够的多样性。
任何高端(非免费游戏)都必须瞄准其他市场,比如中国或西方。

原创翻译:龙腾网 https://www.ltaaa.cn 转载请注明出处


mYmBiryaniOP
India Will Never Have Its Own 'Black Myth: Wukong' or Any of Our Mythologies or History Come to Life.

印度永远不会拥有自己的《黑神话:悟空》,也不会让我们的神话或历史在游戏中焕发新生。

We will never have our own "Black Myth: Wukong," which, as far as I know, is based on an old Chinese book. Think about it—India has incredible mythologies, epic stories, the whole package. But sadly, these stories are never going to make it into the gaming world, and it’s really our own fault.

我们永远不会拥有自己的《黑神话:悟空》,据我所知,这款游戏是基于一本古老的中国书籍改编的。想想看——印度有着令人惊叹的神话、史诗般的故事,应有尽有。但遗憾的是,这些故事永远不会进入游戏世界,而这完全是我们自己
的错。

First off, we’d be too busy tearing any attempt to shreds. Some of us would be constantly finding errors, nitpicking every little thing, while the rest would get offended and start screaming blasphemy. It’s like we’re more interested in being outraged than in seeing our culture come to life in a cool, creative way.

首先,我们会忙于撕碎任何尝试。有些人会不断挑错,挑剔每一个细节,而其他人则会感到被冒犯,开始大喊亵渎。就好像我们更感兴趣的是愤怒,而不是以一种酷炫、创造性的方式让我们的文化焕发生机。

And then there’s the issue that we don’t have any major gaming publishers in India. Where are our versions of Rockstar Games, EA Sports, or 2K? Oh wait, most of us are too busy dreaming of working for American gaming companies instead of building something of our own here. If we actually put our energy into creating games that reflect our culture, we could start seeing some amazing titles. And with our massive population, these games could easily gain worldwide exposure, showcasing our culture in a way that really sticks.

其次,我们没有大型游戏发行商。印度版的Rockstar Games、EA Sports或2K在哪里?哦,等等,我们大多数人忙于梦想为美国游戏公司工作,而不是在这里建立自己的东西。如果我们真的把精力投入到创造反映我们文化的游戏上,我们可能会看到一些惊人的作品出现。凭借我们庞大的人口,这些游戏很容易获得全球关注,以一种真正令人印象深刻的方式展示我们的文化。
原创翻译:龙腾网 https://www.ltaaa.cn 转载请注明出处


But until we fix this, don’t hold your breath for an Indian 'Black Myth: Wukong.' We’ll never see a proper game based on our mythologies, something like a Kali Yuga or a Ram's conquest or even about Chola kings And that’s a damn shame.

但在我们解决这些问题之前,别指望能看到印度版的《黑神话:悟空》。我们永远不会看到一款基于我们神话的正经游戏,比如关于卡利时代、罗摩的征服或者朱罗王朝的作品。这真是个耻辱。

Are we all just too caught up in our own drama to let it happen?!

我们是不是都太沉迷于自己的戏剧性冲突,以至于无法让它(指创造出伟大的作品)发生?!

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