作为挖掘了(低端)安卓设备极限的“安卓老兵”,我对于安卓生态最想吐槽的一点就是:生态没有建立起来,巧妇难为无米之炊,性能与能力不匹配
Steam Deck的理论性能只有高通8Gen2水平,但是SD的生态,或者说它能干的事情比高通8Gen2安卓设备多得多,就像人类和三体中的歌者文明比较一样。而高通8Gen2能干的事情,高通870甚至695大概率也能勉强干一干,属于量变,仅仅是人类的越高越快越强。
哪怕是弱如原版某游戏机,也可以在Ubuntu和基于Wine的Windows模拟器加持下勉强运行博德之门3,取得十多帧的“好成绩”,而确实已经达到运行博德之门3硬件理论最低要求的高端手机,却因为种种生态局限性而有力使不出
这就让人在购买高端手机时有一种“白花钱”的感觉,在使用高端手机时产生“每个人的口袋里都有一台便携高性能游戏机,但是却只有不尽如人意的游戏阵容”的感慨
即使安卓也有了更好的模拟器,比如搭载DXVK兼容层的Windows模拟器,却往往因为各种局限和生态建设不足而“理论能做的很多,实际能做的很少”,“理论的巨人,行动的矮子”
安卓平台的游戏环境大致可以分成三大类,模拟器,主要是冷饭/移植的单机游戏,以及以氪金抽卡为主导的网络游戏。此处主要分析第三种以氪金抽卡为主导的网络游戏。
氪金抽卡的游戏,每玩家的收益真的更高吗?不见得。由于市场饱和等原因,现在这类“网红”游戏的获客成本是很高的,可能高到5美元/每人这一级别。手机端的单机游戏一般不能和不愿花费如此高的获客成本,进而被埋没。考虑到这类氪金游戏大多数为免费游玩,可能10个人里有9个人都不会氪金或者只会微氪,也就是说那一个相对较重的氪金用户需要支付40-50美元的成本,游戏才能盈利。所以人气不足的氪金网游容易暴死。
至于为什么这样的游戏总营收高?我认为是因为安卓手机相比PC和主机价格低门槛低,解锁了更多的下沉市场用户,让他们可以参与进来。总用户数提高了,愿意氪金的人多了,收益就提高了。并不是安卓玩家社会地位低素质低,而是安卓让更多的人有了参与进来的机会。安卓玩家“低端”是一种歧视和偏见。
综上所述,由于安卓独特的市场环境,遍地648的风气可能很难得到改变,再结合驱动和软件生态建设的不足,安卓用户将会长期面临有力使不出的困境。
Powered by ChatGPT4:
As an "Android veteran" who has pushed the limits of (low-end) Android devices, the biggest complaint I have about the Android ecosystem is that it hasn't established itself. It's like a clever housewife can't cook without rice; the performance and capabilities don't match.
The theoretical performance of the Steam Deck is only on par with the Qualcomm 8 Gen 2, but the Steam Deck's ecosystem, or rather what it can do, is much more extensive than that of Qualcomm 8 Gen 2 Android devices. It's like comparing humans to the Trisolaran civilization in "The Three-Body Problem." What the Qualcomm 8 Gen 2 can do, the Qualcomm 870 or even 695 can likely manage to some extent. It's a matter of quantity, simply "higher, faster, stronger" for humans.
Even a weak original game console can barely run "Baldur's Gate 3" under Ubuntu and a Wine-based Windows emulator, achieving a "good score" of over ten frames. However, a high-end phone that theoretically meets the minimum hardware requirements to run "Baldur's Gate 3" is held back by various ecological limitations.
This makes one feel like they are wasting money when buying a high-end phone and feel that "everyone has a portable high-performance gaming console in their pocket, but with a less than satisfactory game lineup" when using it.
Even though Android now has better emulators, such as Windows emulators with DXVK compatibility layers, they often fall short due to various limitations and lack of ecosystem development, resulting in "theoretically capable of doing a lot, but practically achieving very little," making it "a theoretical giant, but a practical dwarf."
The gaming environment on the Android platform can be roughly divided into three categories: emulators, mainly single-player games that are ports or re-releases, and network games dominated by gacha mechanics. Here, we mainly analyze the third type, network games dominated by gacha mechanics.
Do gacha games yield higher returns per player? Not necessarily. Due to market saturation and other reasons, the acquisition cost for such "popular" games is very high, possibly as high as $5 per person. Single-player games on mobile generally cannot and are unwilling to incur such high customer acquisition costs, leading them to be overlooked. Considering that most of these gacha games are free to play, maybe 9 out of 10 people won't spend money or will spend very little. This means that the relatively heavy spender needs to cover the cost of $40-50 for the game to be profitable. Therefore, gacha network games with low popularity are prone to sudden death.
As for why these games have high total revenue, I believe it's because Android phones, compared to PCs and consoles, have lower price thresholds, unlocking more users in emerging markets and allowing them to participate. The total number of users increases, more people are willing to spend money, and revenue increases. It's not that Android players have a lower social status or lower quality, but that Android provides more people the opportunity to participate. Saying Android players are "low-end" is discriminatory and prejudiced.
In summary, due to the unique market environment of Android, the trend of prevalent gacha mechanics may be difficult to change. Combined with the lack of driver and software ecosystem development, Android users will continue to face the dilemma of having the power but being unable to use it effectively.