Language : English 简体 繁體
Society & Culture

Game On: The Rise of Chinese Gaming and the Global Impact of “Black Myth: Wukong”

Oct 04, 2024
  • Mallie Prytherch

    Researcher at Centre on Contemporary China and the World, University of Hong Kong

esports.png

Chinese esports company VSPO has announced its first multi-title tournament in Asia—The Esports Asian Champions League (ACL) in September, which will kick off next year, with tens of thousands of professional players set to compete across the continent in a six-month season each year.

In recent years, the landscape of the gaming industry has shifted dramatically, with Chinese developers emerging as formidable players on the global stage. The buzz surrounding the recently released "Black Myth: Wukong" is just one example of how this evolution is reshaping perceptions of Chinese gaming. As domestic studios push the boundaries of creativity and technology, they are not only captivating local audiences but also the attention of gamers worldwide. This transformation underscores a larger trend: China’s gaming industry is no longer merely a participant in the global market—it is setting new benchmarks for quality and innovation.

The most recent coup for Chinese video game companies is "Black Myth: Wukong," (known colloquially as Wukong) a visually stunning action RPG developed by the Shanghai-based studio Game Science. Based on the classic Chinese novel "Journey to the West," the game has generated immense popularity since its release on August 19, 2024. Wukong represents a pivotal moment for the Chinese gaming industry, as it not only highlights the artistic and technical capabilities of domestic developers but also introduces Chinese folklore to an international audience.

The reviews for Wukong on the game distribution platform “Steam” are overwhelmingly positive: it is now ranked the 30th best game of all time on the platform, with almost 1 million reviews. Many of these reviews mention their enjoyment of the mythology and stories behind the game, but most positive reviews focus on the stunning graphics (modelled after real landscapes in Shanxi province) and the passion of the developers. “It is downright beautiful,” one top reviewer writes. “It is a ‘new’ generation game like no other. It features the best and most advanced technologies out there, and applies them very well.” By numbers, Wukong is the most successful game released on Steam in 2024 so far.

Wukong isn’t the first Chinese domestic video game to make a splash internationally. In 2020, Shanghai-based studio miHoYo released a fantasy role-playing game called “Genshin Impact” that earned over $3.5 billion USD in its first year, 70% of which was from outside China. Although Genshin Impact is set in a fantasy environment, it incorporates many elements of Chinese mythology, philosophy, and aesthetics into its expansive open world. Furthermore, the game's success challenges stereotypes about Chinese game development, proving that quality titles could resonate with international audiences, paving the way for future Chinese games like Wukong to reach global markets.

Pivotally, neither Wukong nor Genshin Impact were created with a Chinese soft power coup in mind. Rather, according to the founding CEO of Game Science, Wukong was designed to “resonate with local cultural groups… If the quality is high enough and it endures for a sufficient period, it will naturally radiate to the overseas market we are talking about.” Unlike many other Chinese soft power initiatives, Wukong’s spread was not backed by the government—rather, it diffused naturally based on its own strengths and high quality. This type of soft power is very difficult to create through top-down government intervention. Instead, it flourishes in an environment of innovation and competition.

This is not to say that soft power is devoid of nationalism, patriotism, or propaganda, but, as Joseph Nye, Jr., pioneer of the theory of soft power, put it: “soft-power resources are separate from the government and attract others despite politics.” He continues by pointing out that in the 1960s, crowds protesting American intervention in Vietnam still sang “We Shall Overcome,” despite the song being of American origin. Similarly, international streamers playing Wukong might dislike that they are asked to not discuss certain topics including feminism or COVID-19, but Wukong still sold 20.1 million copies within a month following its release. Both Genshin Impact and Wukong tell Chinese stories in a way that feels organic and engaging, resonating more effectively than many traditional government efforts, as they avoid contrived narratives and allow players to connect with Chinese culture on their own terms.

The rise of game creation in China seems to coincide rather paradoxically with a crackdown on video gaming by the central government, but in truth the laws regarding video games follow a retreat/advancement cycle typical to Chinese technology regulation. In 2021, minors were banned from playing video games except for one hour on Fridays, weekends, and national holidays. Then, in December 2022 Chinese regulators ended a freeze on approvals of foreign games, authorizing almost 100 through 2023. And in late 2023, regulators proposed rules that would restrict consumer spending on online games by removing gambling-like “gacha” mechanics. But once again, in early 2024 these restrictions were scrapped. As a result, the gaming landscape in China remains dynamic and often unpredictable, with policies shifting quickly to address domestic social concerns and market pressures. The ongoing evolution of these regulations leads to a volatile, high-pressure environment where innovation and control continually interact.

However, the Chinese gaming industry isn’t only focused on game creation; in addition to gaming companies, gamers within China are also improving extremely quickly. In July 2023, an agreement was reached between global giant Riot Games and Chinese video game conglomerate Tencent Games to launch the popular first-person-shooter (FPS) game “Valorant” in China. Within two months, Valorant exploded in popularity with such force that Riot Games had to create a separate international competition league for China to accommodate all the new talent. And after just one year of the game being officially released in Mainland China, Shanghai-based esports team Edward Gaming (EDG) won the 2024 Valorant Champions tournament—the “World Cup” of Valorant.

This victory not only highlights the impressive skills of Chinese players but also marks a significant milestone for the nation in the global esports arena. The rapid rise of EDG and other teams showcases the growing investment in talent development and training within the country. With a robust infrastructure supporting esports, including sponsorships, coaching, and dedicated training facilities, Chinese teams are positioning themselves as powerhouses in competitive gaming. However, it is unclear if the central government will allow this ecosystem to flourish, or rather if they see it as a destructive force for China’s “lying flat” generation.

As esports gain traction in China, showcasing local talent and fostering a vibrant competitive scene, international audiences are increasingly drawn to these events, creating a platform for cultural exchange. At the same time, Chinese developers like miHoYo and Game Science are capturing global attention with games that blend traditional narratives and modern gameplay mechanics. This reciprocal relationship not only enriches the gaming landscape but also fosters a deeper understanding between cultures, as players engage with diverse stories and perspectives. Gaming has become a significant aspect of online culture that transcends national boundaries, reflecting a shift between millennial generations and those before. While Chinese and Western social media is divested, gamers find themselves engaging on the same platforms as their counterparts in other countries. Just as sports has played a convening power across national boundaries in previous generations, gaming and esports have become shared interests among today’s younger generations.

In April 2023, following a loss by his esports team, Matthew “Nadeshot” Haag, owner of esports organization “100 Thieves,” tweeted at one of his players, “Get ready to learn Chinese, buddy!” This comment drew on a meme that had gained traction in late 2022, highlighting the perception that underperforming sports players might find themselves relegated to the Chinese leagues. However, if the Chinese gaming industry continues its rapid ascent, in five years we may be hearing Chinese esports owners threatening their teams with relegation to the American leagues: “Get ready to learn English, buddy!” 

Back to Top