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SHENZHEN, China, July 9, 2024
/PRNewswire/ -- On May 21, 2024,
Dungeon & Fighter (DnF mobile) was officially launched. It is
estimated that its revenue across iOS and Google play has exceeded
US $137 million in the first week,
with total revenue expected to approach US $412 million in the first month. Despite delaying
the release for four years, the game attracted significant
attention from players during the pre-registration and testing
phases, showing impressive performance on its first day. What
promotional journey did Dungeon & Fighter undergo through
multiple rounds of pre-launch activities? Can Dungeon & Fighter
meet player's demands in terms of gameplay, economic system, and
event settings to achieve long-term development?
I. With a stable promotional strategy, Dungeon & Fighter
starts with an understate approach
In early February 2024, Dungeon
& Fighter received its license approval, and the anticipation
of "launching within the year" increased the game's buzz. At the
end of February, the official opened qualifications for access to
the test server, revealing some game content and settings. In
March, Xuxubaobao, a top streamer in China, held his first Dungeon & Fighter
live stream, with peak viewership surpassing 4 million in the live
streaming room. During the live streaming, he mentioned gameplay
such as "equipment enhancement won't damage weapons" and "sky set
synthesis." As of the end of March, Tencent maintained a wait-and-see attitude and
did not release large-scale test materials for the game.
On April 22, the game officially
announced its launch date for May 21.
From this point onwards, the official began intensifying their
marketing efforts. According to the data of DataEye, the daily
release of promotional videos and images exceeded 2,300 pieces
after the announcement. By the end of April, pre-registration
numbers for the game had surpassed 50 million. In early May, Xuxu
Baobao had a live voice chat with the game planners to discuss
issues that players are concerned about, such as future character
releases, enhancement limits, and free trading. On the whole, from
February to early May, the official did not intervene much in game
promotion and public perception, and more genuine complaints and
doubts from players emerging gradually. However, the game's
popularity and number of pre-registrations remained unaffected and
continued to rise.
Proportion of Top 30 Creative Materials While Pre-launching
Dungeon & Fighter
Creative
Materials
|
Proportion
(%)
|
DNF classic settings
(gameplay/content)
|
40 %
|
Emphasizing the launch
date of the game
|
23 %
|
Equipment
elements
|
20 %
|
The launch
event
|
10 %
|
CG animation
|
7 %
|
Since May, the official promotional materials have been
intensively released, with gameplay and launch date as the core
selling points; in terms of format, KOLs oral broadcasts and
influencer videos accounted for the highest proportion, making up
nearly 80% of the total. According to DataEye data, on the first
day of product launch on May 21, over
16,000 pieces of promotional material were deployed. Combined with
a large-scale investment phase, the game attracted a significant
influx of players on its launch day. According to MoonFox data,
activities such as character creation and ID registration on
May 20 brought 3.16 million new
additions for the game. The game was officially launched on
May 21, attracting a daily increase
of 3.23 million users.
Overall, Tencent's promotion and marketing strategy for Dungeon
& Fighter can be seen as relatively conservative. They did not
innovate extensively in terms of materials or promotional
strategies, and their choice of KOLs, focused on Xuxu Baobao,
reflects a stable approach. This indicates a preference for
attracting "returning" players from the original PC game. Generally
speaking, user growth aligns with official expectations. However,
in the long term, gameplay and economic settings remain the core of
DNF-like games, and DNF itself is no exception.
II. Content gameplay + economic system shapes the long-term
viability of the game
In terms of gameplay, Dungeon & Fighter faithfully
reproduces the storyline and mechanics of the original PC game,
including the equipment system (Epic, Teranite, Terracotta Legacy,
Enhancement), dress-up system (Abyss Sky advanced outfits, etc.),
and level designs (Ruins, Wailing Caves, Imperial Trials, etc.),
achieving a high degree of fidelity.
However, in terms of version settings, the Chinese server of DNF
mobile still lags far behind the Korean server. For example, in
terms of levels, the current maximum level in the Chinese server is
50, whereas the Korean server has already reached level 70; and in
terms of storyline, the Korean server has progressed to Flame
Buster Annactswell, while the Chinese server has yet to officially
open the LOTUS Long Legs. At the same time, extensive modifications
to game content involving violence and bloodshed have also faced
heavy criticism from players.
Despite lagging behind in versions, the Chinese server has
rarely disclosed the updates content and exact release date of the
upcoming game, launching instances or new professions on a weekly
basis. Firstly, the game updated the Abyss instance within the
first week of its launch, meeting the needs of high-level players
who quickly clear levels to obtain "endgame gear".
Average number of launches per user for Dungeon & Fighter
from May 22 to Jun 6
Date
|
Number of launches per
person
|
2024/6/6
|
6.05
|
2024/6/5
|
6.51
|
2024/6/4
|
6.02
|
2024/6/3
|
5.24
|
2024/6/2
|
5.44
|
2024/6/1
|
5.51
|
2024/5/31
|
5.70
|
2024/5/30
|
5.90
|
2024/5/29
|
6.07
|
2024/5/28
|
5.52
|
2024/5/27
|
5.85
|
2024/5/26
|
5.00
|
2024/5/25
|
5.86
|
2024/5/24
|
5.31
|
2024/5/23
|
5.47
|
2024/5/22
|
5.64
|
Data source: MoonFox
iApp; Data cycle: May 2024 to June 2024; The statistical results
only contain application client data, excluding ecological UV data
such as web pages, applets and Quick App.
|
And then the Bermark Imperial Trials and the Clown instance were
launched. After the release of these new instances, the average
number of launches per user rapidly increased. According to MoonFox
Data, the average daily launches per user for Dungeon & Fighter
reached 6.02 times on June 4, and
maintained at 6.51 times the following day, setting a short-term
record high.
We believe that the long-term accumulation of gameplay and
content is an advantage of Dungeon & Fighter compared to other
products. For example, the upcoming release of the Sword Soul and
Asura professions on June 17 has led
many players to "cap their experience" at level 49 (at which point
users can reselect their profession). After the release of these
professions, metrics such as online users and playtime are expected
to increase significantly. In the future, content updates will be
key to ensuring the long-term viability of Dungeon & Fighter.
At the same time, DNF-like games also rely heavily on a cyclical
and sustainable economic system.
Dungeon & Fighter has established a relatively closed
economic system. From cash points to Terra, the flow of player
investments is almost entirely one-way. Players cannot trade
directly with each other, and the auction house is the only option.
In terms of players, the Terra system provides a path for
"non-paying" players to exchange time for materials, trade
materials for Terra, and use Terra to purchase equipment to enhance
their attributes. Most items, except for rare and limited ones, can
be purchased with Terra. This setup has established a user base of
"grinding players", ensuring the game's user base and vitality; In
the auction house setup, the official enforces average, minimum,
and maximum prices for items, ensuring market price stability
through strong intervention of the system.
Against this background, Dungeon & Fighter has developed a
relatively stable and officially controllable economic system.
Although players cannot trade freely, by earning Terra, more casual
players can increase their Anti-Magic Power (i.e., combat power),
enabling them to participate in high-level raids and monetize their
efforts by leading raid groups.
III. The profile of "veteran players" is clear, and their
gaming habits and needs will become more defined
From marketing to gameplay setting, stability has been the core
strategy of Dungeon & Fighter since its launch. As an IP that
has been launched as a PC game for 16 years and as a mobile game in
the Korean server for 2 years, retaining the existing player base
and ensuring long-term retention are critical for the sustained
growth of Dungeon & Fighter.
Dungeon & Fighter User Age and Gender Distribution
(May 2024)
Age
|
Proportion
(%)
|
Gender
|
Proportion
(%)
|
15 years old or
younger
|
2 %
|
Male
|
88 %
|
16-25 years
old
|
34 %
|
Female
|
12 %
|
26-35 years
old
|
48 %
|
|
|
36-45 years
old
|
12 %
|
|
|
46 years old or
older
|
4 %
|
|
|
Data source: MoonFox
iApp; Data cycle: May 2024; The statistical results only contain
application client data, excluding ecological UV data such as web
pages, applets and Quick App.
|
According to MoonFox Data, currently, over 88% of Dungeon &
Fighter players are male, with the highest proportion of 48.23% in
the age group of 26 to 35 years old. The core audience for the
mobile game are post-85s and post-90s males who were once
"addicted" to the PC game. Most of this group has entered the
workforce and has relatively stable jobs, providing them with
disposable income and a willingness to play games. However, due to
work and life commitments, their gaming time is relatively
concentrated (mainly in commute time and lunch breaks).
In general, this player group is more sensitive to adjustments
in game content and mechanics. Compared to graphics and new content
releases, they are more concerned about whether the game experience
can replicate the original PC game and whether the high difficulty
of past maps can maintain the "strong social interaction" features
(such as the COF index from those days). Currently, players'
evaluations of the fidelity of Dungeon & Fighter to the
original game is average. Topics such as "Abyss drop rates" and
"raid equipment" generate more discussion.
We believe that Dungeon & Fighter is still in a period of
rapid development, with the "60 version" window still open, and
players are still showing a strong willingness to play. In the
future, avoiding excessive "grind and spend" mechanics, providing
more balanced and fair drop rates, and not deliberately prolonging
the release intervals for new professions and content updates will
be the foundation for the stable development of Dungeon &
Fighter after the heat subsides. We look forward to the future
development of the product and its potential to bring new growth to
Tencent's gaming sector in their financial reports.
MoonFox Data is a China leading
expert in full-scene data insight and analysis services. With
comprehensive, stable, safe and compliant mobile big data
foundation as well as professional and precise data analysis
technics and artificial intelligence algorithms, MoonFox Data has
successively launched various products such as mobile application
data (iApp - flagship version, applet version, vendor version,
overseas version), brand insight data (iBrand), marketing insight
data (iMarketing), financial alternative data, and provided
professional research and consulting services through MoonFox
Research Institute, aiming to use data to help enterprises gain
insights into the market increments and empower the precise
business decision-making.
Aurora-Moonfox consistently monitors industry development and
regularly tracks corporate performance. The following is our
research report on industry hotspots:
- 《Luckin Coffee has successfully secured a dominant position in
the market through rapid expansion and a broadening customer
base》;
- 《Xiaomi Cars were Finally Released, and How About the Group's
Confidence?》;
- 《How WeChat Channels Burdens of Tencent's Hopes for the Future
Amidst Rapid Commercialization》
If you need a copy of the report, feel free to contact one of
us.
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Chaoyang District, Beijing,
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SOURCE Aurora Mobile Ltd