Looking at the domestic games with better sales in recent years, it seems that they cannot escape the word "good-looking". The definition of good-looking is not only reflected in the portrait and plot, but also in the performance.

2025/08/0608:46:37 game 1208

Looking at the domestic games with better sales in recent years, it seems that they cannot escape the word

It seems that the game "good-looking" has become our most important reference standard

Observing domestic games with better sales in recent years, it seems that they cannot escape the word "good-looking". The definition of good-looking is not only reflected in the portrait and plot, but also in the program effect.

As the live broadcast and self-media industries develop more and more rapidly, the channels for everyone to obtain information seem to come from B station, Douyin or a live broadcast by a certain anchor, so good-looking has become an important criterion for everyone. If a game live broadcast effect is boring, it seems that it is destined to be unable to attract players to buy it.

The reason why "Ghost Valley Eight Wilderness" became popular in 2020 is partly due to his gameplay. A large number of randomly generated events can be polished by the anchor and turned into stories full of surprises and absurdity, while partly due to his portraits, which are beautiful enough and satisfy the desires of players.

Looking at the domestic games with better sales in recent years, it seems that they cannot escape the word

Although the portrait of "Taiwu Painting Scroll" is not as good as "Ghost Valley Eight Wilderness", the struggles of various sects and everyone can play different lives and stories still make his program full of effects.

The most obvious example is the story of Chairman Wang Laoju, Yin Zi's Yin Qilang and Xinxin. To this day, many people still talk about it, and many people choose to get into the trap because of live broadcast.

Looking at the domestic games with better sales in recent years, it seems that they cannot escape the word

This is also the reason why online games will have higher sales than ordinary games. The linkage between more anchors and UP hosts will inevitably drive the interaction between both parties and even fans from multiple parties, and will also have better program effects.

On the other hand, "Dyson Ball Plan" relies on its excellent quality to become famous. There is no impressive clip for any anchor or UP host. Instead, it is the title of "The Light of Domestic Games" I have remembered.

, but it looks good. Is it a standard for judging the quality of a game? In my opinion, games always focus on fun, which is also the reason why 3A masterpieces have been criticized more and more in recent years.

costs a huge cost, all of which are spent on good looking. The super realistic picture quality, a lot of motion and surface capture, and fine modeling ignores the playability of the game itself.

This is what players have always complained about as "3A game can" Ubisoft game, the formulaic open world, the rules-based gameplay, and the content that adds a little playability to each game, but each picture has improved, such as the mediocre response of "Far Cry 6".

Looking at the domestic games with better sales in recent years, it seems that they cannot escape the word

, and low-cost independent games have gradually spent their expenses and energy on art in recent years. "Mimei Apocalypse" is an example. Although the gameplay is repeated, the price is too expensive, the cost-effectiveness, and the content is low, the game still sells more than 1 million in the first week with its excellent art style.

The domestic Galaxy Castlevania game "Brave Hack" in the same period. Although he can be seen on B station, Douyin and player forums, the too dark game screen and the niche game type of Galaxy Castlevania itself make him ordinary and his sales are not very good.

Looking at the domestic games with better sales in recent years, it seems that they cannot escape the word

Regarding "Brave Hack", the game's reputation is still quite good. It has a 93% positive review rate in the past 30 days. Compared with the domestic Galaxy City "Shadow Torch City", the 77% positive review rate in the past 30 days is still much higher.

is currently playing and experiencing this game for 20+ hours, and it is only a little over half of the process. It is a very typical Galaxy Castlevania game. It has done a good job in exploration, map level design and sense of growth.

There are countless high-quality pictures in domestic games. "The Country of Wind" has won domestic and foreign awards for its exquisite pixel images. The martial arts and freedom include "Taiwu Painting Scroll" and "Ghost Valley Eight Wilderness". Even the construction of science fiction theme bases that have always been relatively weak in China also has "Dyson Ball Plan".

, but the only level design has always been the weakness of domestic games. The main highlight of "Shadow Torch City" which is also a game like Galaxy Castle. The main highlight is still in the action, blowing and picture. As for level design, it has always been a criticism for players. After all, as Galaxy Castle, the most important thing is level map design. "Blue", which won the best independent game of 2018, is the most talked about by "Azure", which is the most talked about, including the "No. 1 masterpiece in the world" "Zelda" level maze design has always been a masterpiece.

"Brave Hack" cannot be compared with the "Mitrod" series of the ancestor of the Galaxy Warrior, but it also has its own characteristics enough. The map design of nine curves and eight bends, but players will not get lost because each road has hidden channels, so players can reach their destination even if they wander around without any purpose.

Looking at the domestic games with better sales in recent years, it seems that they cannot escape the word

In addition, the game also has a large number of hidden channels and collection items. Players can discover new paths and new collection items every time they break a stone wall. This sense of exploration is difficult for other domestic games to give me.

As the game is explored, more and more skills will be obtained. Currently, there are more than ten skills such as skid, power accumulation, bounce, sprint, paragliding, up and down sprint, spiral hook claw, hacking skills, etc. These skills can not only be used in combat, but also facilitate daily running maps, opening shortcuts and even speed pass skip.

Looking at the domestic games with better sales in recent years, it seems that they cannot escape the word

The interlocking level design, stable and reasonable growth curves and a large number of explorable areas make Hack "fun", but unfortunately, he may not be so "good-looking".

is a doomsday wasteland theme, the picture is too dark, and the map in the early stage does not change much, which makes people a little boring. The long-term running and jumping, the lack of gorgeous skills and combat images, makes the anchor's live broadcast effect not that good, and makes passers-by not look "fun" or fun.

But in fact, Hack also has some areas and map art pictures that are attractive enough, such as Chinese elements + cyberpunk + the city of "New Sanhou" in the doomsday wasteland, "Wild Rock Town", the city with the most outstanding light and shadow particle special effects in the game, etc. Even the high-cost hand-painted style is still a bit far from the public aesthetics.

Looking at the domestic games with better sales in recent years, it seems that they cannot escape the word

Although both the pictures and performance effects are also problems in the game itself, it is a pity that such an excellent domestic game has become the remains of the sea.

Return to the original topic "Do you have to watch it first if you want to be popular?" This may not be the only factor. After all, there are many independent games that can achieve both sales and reputation without having to go through live broadcasts or video content. However, in the domestic gaming environment, "good-looking" is still an important factor in the game's popularity. The recently launched domestic game "Suppressing Evils" originally focused on Taoist themes and catching ghosts. Perhaps the playback volume and effect were not ideal, so the game's promotion and cover image made "huge" changes, with significant results.

Looking at the domestic games with better sales in recent years, it seems that they cannot escape the word

Looking at the domestic games with better sales in recent years, it seems that they cannot escape the word

In the future, domestic independent games may put a lot of effort into presenting art or fun points, but this also means that they will compress resources in other places, such as gameplay depth, content volume, and game duration shrinkage.

seems helpless, but it also seems to be a life-saving straw.

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