Navigating the Black Delusion: Wukong’s Impact on China’s Developer Landscape
Black Myth: Wukong, created by the China-based studio Game Science, achieved extraordinary record-breaking performance upon its launch in August, reaching an impressive peak of 2.4 million simultaneous players and becoming the highest-grossing game across various markets for that month.
Drawing inspiration from the well-known Chinese tale Journey to the West, Black Myth: Wukong stands out as a unique offering, being a single-player game available exclusively on PC and PlayStation 5, in contrast to the majority of games produced in China that typically follow the free-to-play model, including those featuring gacha systems. Nevertheless, as noted by industry research firm Niko Partners, the gaming sector in China continues to expand; it was reported that the country had 715.9 million gamers in 2023, with projections suggesting this figure will rise to 722.5 million in 2024 and reach 747.9 million by 2028. It’s also noteworthy that the Chinese gaming market is anticipated to generate an annual revenue of $49.8 billion this year, where mobile games contribute 68.7%, followed by 28.4% for PC and 2.9% for consoles.
In light of Black Myth: Wukong’s success, we engaged with several industry experts and developers from China to gain their perspectives on this trend and to explore whether it could catalyze a change in strategic approaches for studios and publishers, particularly concerning the debate between free-to-play and premium/paid games.
Our interviewees include Steven Wu, former leader of Tencent’s NEXT Studio Shenzhen and Tencent Games global publishing. Steven now leads Emina Studio, which is currently developing ACE Strategy, a mecha-themed trading card game.
We also spoke with Simon Zhu, the founder of the China Indie Game Alliance (CIGA), the largest organization for indie games in China. CIGA hosts several annual gaming events, including the WePlay Expo, CIGA developer conference, indiePlay Awards, and Game Jams.
Finally, we discussed with Jingwei ‘Biaoge’ Fang from Spark Nexa, along with members of the marketing team. Fang is the producer of Shenzhou Saga: Three Kingdoms, an upcoming role-playing game (RPG) inspired by Luo Guanzhong’s Romance of the Three Kingdoms, which, similar to Journey to the West, is a cornerstone of Chinese and East Asian literary tradition.
With the triumph of Black Myth: Wukong, a game that highlights Chinese culture and traditions, how vital is it for studios to present Chinese culture to a global audience?
Steven Wu: As a studio, we are thrilled to see Black Myth: Wukong performing so well globally. For ACE Strategy, our game reflects our interpretation of sci-fi, mecha, and space exploration themes from around the world. Personally, I was inspired by The Wandering Earth, based on a short story by Chinese author Cixin Liu.
Simon Zhu: I believe the common perspective among Chinese developers is to weave cultural elements they are familiar with in a manner that feels organic. This allows players to appreciate the developers’ representation and expression of our culture, which may even ignite their own interest in it.
Black Myth: Wukong serves as a fantastic example of how a skillfully crafted game can blend cultural content in a way that resonates worldwide. I think it has to do with the fact that some cultural elements have already developed a familiar audience, such as Wuxia (martial arts) and Xianxia (immortality cultivation).
Jingwei ‘Biaoge’ Fang: I was introduced to video games 30 years ago, and my appreciation for games from various genres and cultures around the globe motivated me to pursue a career in the industry. Similarly, the narrative of Romance of the Three Kingdoms has fascinated me and my team since childhood. We believe that showcasing Chinese cultural heritage is essential in our game, and we aim to continue promoting our rich culture and stories.
Do you think that the success of a single-player game like Black Myth: Wukong signifies a transformation in the Chinese gaming industry where more studios might focus on single-player or premium games instead of free-to-play options?
Steven Wu: I think larger companies are already inspired by the success of Black Myth: Wukong and may soon begin to support more premium projects. Perhaps not a complete “shift,” but a focus on high-budget titles. Medium-to-large developers have already been concentrating on cross-platform titles that reach AAA quality, although many remain free-to-play due to the high development costs.
The phenomenon of Black Myth: Wukong might pave the way for more games that prominently feature Chinese culture and traditions, but more importantly, it could enhance the confidence of Chinese creators to express their unique viewpoints across various artistic mediums.
“Black Myth: Wukong is a prime example of how a well-crafted game can integrate cultural content in a way that resonates globally.”
Simon Zhu, CIGA
Simon Zhu: The success of Black Myth: Wukong has significant implications for enhancing and positively reshaping societal perceptions of video games in China, but replicating this model or trend is challenging.
Prominent gaming companies have initiatives that could resemble AA or AAA titles, like NetEase’s Naraka: Bladepoint and the forthcoming Ballad of Antara from Infold Games, yet these [and numerous others] remain free-to-play due to exorbitant development expenses. Additionally, attracting attention in the PC and console markets is not as straightforward as in mobile platforms, compounded by pricing concerns for single-player and console games, particularly as Chinese consumers are notably price-sensitive.
Personally, I strongly feel that we need more games that can perform well in both Chinese and international markets within an affordable price range, along with advancements in game quality to improve the status of games being developed in our country.