太好逛!台北電玩展第2天「桌遊區坐滿滿」獨立遊戲超夯
- 台北國際電玩展踏入第二日,桌遊樂園和獨立遊戲專區再度成為熱門去處。
- 除了各大遊戲公司的攤位依然排隊不斷,桌遊樂園和 Indie House 獨立遊戲專區更是備受玩家青睞。
- 獨立遊戲專區展現出不同語言和文化的特色,開發者們親自介紹自己的作品。
- 這些遊戲除了規則與體驗更加註重長局、沈浸、合作或劇情推進外,還引發了不少玩家的興趣。
太好逛!台北國際電玩展踏入第二日,桌遊樂園和獨立遊戲專區再度成為熱門去處。除了各大遊戲公司的攤位依然排隊不斷,桌遊樂園和 Indie House 獨立遊戲專區更是備受玩家青睞。
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桌上遊戲區這天呈現「全年齡」的氛圍,現場教學桌幾乎滿座。不少家長帶著孩子來湊熱鬧,從簡單易上手的派對類桌遊開始,逐漸挑戰更複雜策略或對戰型作品。臨近節慶假期,不少人選擇將桌上遊戲作為送禮和家庭共聚的選項,在現場即興購買的畫面比比皆是。
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在卡牌區塊,今年表現格外突出,特別是限量特典、聯名卡組以及新牌組引發了玩家們的興趣。拍照區也成為了一個聚集人氣的地方。不僅老玩家想搶先體驗新內容,也有不少新手因被 IP 吸引而加入。他們直接坐進教學桌學習規則,整個區域整日都十分熱鬧。
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獨立遊戲專區展現出不同語言和文化的特色,開發者們親自介紹自己的作品。這些遊戲除了規則與體驗更加註重長局、沈浸、合作或劇情推進外,還引發了不少玩家的興趣。許多台灣團隊的作品已經積累了足夠的討論度,展場直接成為粉絲見面會。此外,也有攤位帶來周邊商品供玩家購買,形成了一種完整的遊戲體驗。
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主辦單位將「線上特賣」與現場熱度結合在一起,讓玩家在試玩後還能在家用優惠價格入手喜愛的作品,形成「現場體驗+線上購買」的連動模式。這種模式不僅拉到了玩家聲量,也促成了銷售轉換。
整體而言,獨立遊戲專區的氣氛更像是一場環遊世界的活動,開發者們通過簡單英文或手勢等方式介紹自己的作品,吸引了許多玩家加入並成為粉絲。這些開發者還能藉此展現自身的品牌,吸引商務合作、發行或投資機會。
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Taipei International Game Show (TGS) entered its second day, with the gaming area continuing to buzz. In addition to the long queues for major game companies' booths, the board game zone and Indie House indie game section became particularly popular.
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The board game zone this day showcased a 'all-age' atmosphere, with most of the teaching tables full. Many parents brought their children along, starting from simple party games before gradually tackling more complex strategy or competitive games. As the year-end holiday approached, many people chose to use tabletop games as gifts and for family gatherings, leading to spontaneous purchases.

In the card game sector, this year was particularly noteworthy with limited-edition special items, collaborations, and new card sets attracting players. The photo area also became a popular gathering spot. Not only did veteran players come to experience new content first, but many newcomers were also attracted by IPs. They sat down at teaching tables to learn the rules and the area remained lively all day.

The Indie House section presented a world tour-like atmosphere with developers from different languages and cultures present, introducing their works directly. These games not only featured longer gameplay sessions, immersive experiences, collaborative or plot-driven elements but also sparked considerable interest among players. Some local teams' works had already gained significant discussion, turning the venue into fan meet-ups. Additionally, some stalls brought in merchandise for players to purchase immediately after trying out their favourite IP.

The organizers integrated 'online sales' with on-site excitement, allowing players to buy their favorite games at discounted prices online after experiencing them firsthand. This created a 'on-site experience plus online purchase'聯動模式,不僅增加了玩家的關注度,還促進了銷售轉化。

整體而言,Indie House 專區的氛圍彷彿一場環遊世界的活動,開發人員通過簡單的英語或手勢介紹作品吸引了許多玩家加入並成為粉絲。這些開發者還能借此展示品牌,吸引商務合作、發行和投資機會。






