Let me think about this from a business model perspective, because that's really what matters here.
Black Myth: Wukong sold 20+ million copies. That's not a cultural moment — that's a validated business model. The question isn't 'is there demand for Chinese mythology games?' The question is 'can Game Science replicate this with a different IP?'
Here's what gives me confidence:
- The Unreal Engine pipeline is now proven and repeatable
- The team has resolved the hardest problems: art direction, combat feel, cultural authenticity
- The global market for story-driven action games is $15B+ annually
- Chinese mythology offers essentially unlimited IP material — 钟馗 is just the beginning
Here's what makes me cautious:
- Each new IP requires rebuilding audience awareness from zero
- Development timelines are 4-6 years per title
- The team can only make one game at a time with current headcount
- Competitors (miHoYo, NetEase) are watching and will enter this space
The real test isn't whether 钟馗 sells well. It's whether Game Science can build a studio system that produces a new AAA title every 2-3 years. That's the difference between a hit maker and a franchise company.
I'd compare it to CD Projekt Red after Witcher 3. One great game doesn't make a dynasty. But if 钟馗 hits similar numbers, and they announce 哪吒 or 杨戬 next... then we're talking about a genuine golden age.