I’m planning a series of five posts telling stories about Chinese gamers. Some parts are from my personal experience, others are accounts I’ve collected from friends. I aim to finish all of them within one month, to share a lesser-known slice of gaming history.

I previously wrote a long post in the games community which got good reception. English is not my native language. For my follow-up posts, I used AI to polish the text, and those posts were removed by the community. I accept this rule and want to learn from this experience.

I have a few questions for everyone:

1. What stories or details from this timeline of Chinese gaming history are you most curious about? ​ 2. What kinds of topics carry higher risk and need careful handling under community rules? ​ 3. If I keep sharing retro gaming history posts, would dedicated retro gaming communities be a better fit than general gaming boards? No intention to compare or stir conflict; I just want to find the right space for this content. My planned timeline for the five chapters

These are my personal observations, not comprehensive official history

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[–] 2 points 21 hours ago* (6 children)

Not exactly the question, but I am curious to know:

If someone were to make a new video game console that would appeal to Chinese gamers that remember that time period, what features would they want to see? Would they look for things like affordable price and easy to pirate software at the loss of things like hardware performance, like how it used to be in the past? Or would they care more now about getting cutting-edge graphics and all the newest games at the loss of the old games or a higher price? Would they even want a console now, or just stick to their mobile devices/PC? Would they want only Chinese and Chinese language games on the platform, or would they want an interchange of all games, Chinese regulations aside?

And two slightly different questions that are related to gaming in China more broadly than this small historical era (please understand I am not trying to offend anyone, I am curious and want to make sure I am not spreading misinformation if I ever talk about this topic with others, so I apologize in advance if I say something offensive, I don't mean to):

I have played some mobile gacha games and am aware of the Chinese playerbase. The Western playerbase often considers them hostile, and when the two interact online it typically is hostile. The Chinese players seem to get more free stuff: more costumes, more free gacha pulls, more updates, while us in the West get less free stuff but our content is less censored. In the Western playerbase, we generally see Chinese players call us names, insult, etc, and I am curious to know why this happens. Are they trying to protect the game content from a perceived threat, is there a misunderstanding between the two? It makes me sad that two regional groups of people that play the same game would be so hostile to each other, when in theory they both play the same game and should be able to get along. Has it always been like this with online games, going back to old MMOs in China? Of course there are examples that make me happy, like how Helldivers 2 Chinese players in general get along with Western players and the other way around. But with mobile gacha games specifically, such as NIKKE, Genshin Impact, and others, the players seem to act exactly the same. Do you have an idea of why that might be?

Another one I have is about cheating. Most cheaters that us in the West meet in online games come from E Asian and SE Asian regions, is that just a coincidence? Is it a cultural difference? I read online in a forum thread once that in Asian countries, particularly China, children are told about the "child from another family" that is always better than them, and that if a cheat tool is available for a game, the "child from another family" is going to win with it so you have to use it too, or something like that. Is this true, or just one person's experience?

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  • [–] [S] 3 points 19 hours ago* (5 children)

    Thank you for your long‑form question. I will try my best to answer.

    First set of questions: What would a brand‑new game console made in China look like?

    ​ 1. The biggest problem is not hardware specifications or R&D capability, but its small target audience. Despite high spending from Chinese players on Steam, home‑console gaming in China is tied strongly to a sense of ritual. Console games are typically meant for the living‑room, yet this kind of living‑room gaming culture is largely absent here.

    Some Chinese cultural content is hard to convey to overseas players through translation. Take Chinese Paladin (Xianjian Qixia Zhuan) for example. It has excellent writing and is fairly well‑known. Its gameplay experience is quite different from typical Japanese JRPGs, and it poses big challenges for translation.

    Black Myth: Wukong has earned great reputation both domestically and internationally, and its Journey to the West theme is easy for foreign audiences to accept.

    ​ 2. Back before widespread internet access, we valued art‑style a lot. We appreciated games made with care despite limited hardware power. Pixel‑art retro aesthetics remain popular among Chinese players today. It is also a major consideration for independent developers, balancing gameplay and production cost.

    When the PS4 generation arrived, game graphics improved dramatically. A segment of Chinese players grew fond of cinematic storytelling. Player preferences are simply diverse.

    That is not to say we only care about visuals. A game’s popularity comes from many factors. Beyond gameplay, players appreciate good developer‑publisher attitudes, or warm real‑world stories behind the game, as well as games that showcase Chinese culture. These can attract us even more than graphics and art.

    ​ 3. Chinese gamers mostly use modern‑day devices. Old games are largely a collector’s hobby. There is nonetheless a group of people who are deeply into nostalgia. They want dedicated devices built for their purpose, free from constant internet distractions. ​ 4. We do not support a game merely because it is domestically‑made. A bigger question is: besides games in the vein of Chinese Paladin, what other distinct kinds of content can we create?

    The Chinese games that reach international players are mostly highly‑acclaimed stand‑outs. If you look at the broader domestic game industry, you may get a different impression. Home‑grown console game development started late in China. Historically we have been stronger as publishers rather than original developers.

    When a Chinese game banks entirely on nostalgia but has poor quality, it leaves players disappointed. Blood Lion (Xue Shi) is one such example, comparable to the infamous E.T. the Extra‑Terrestrial for the Atari — it dealt a serious blow to the whole domestic game industry.

    Second set of sharp‑edged questions 5. About hostility between domestic and overseas player‑bases. It is not like fans defensively protecting something. I suspect the root is mutual misunderstanding. Some players seek recognition within games, getting instant gratification from heavy in‑game spending.

    There are also younger players who have not been exposed to diverse perspectives. I do not agree with their viewpoints, yet this kind of phenomenon naturally occurs.

    ​ 6. Hostile player dynamics stretch back to the early MMO era. One notable example is Legend of Mir, published by Shanda. It was not originally a Chinese title, but it became huge in China. Chen Tianqiao, founder of Shanda, once became China’s richest man. Personally I do not approve of this game’s business design, which was adept at monetizing competitive human impulses, and this is one possible source of in‑game friction.

    Later countless copy‑cat games popped up, alongside viral pop‑up web‑advertising. In many of these titles paying money gives you powerful advantages while free‑to‑play users have a rough time. Many players who value pure gameplay disliked this Legend of Mir‑style design.

    Of course some players genuinely enjoy Legend of Mir. Its core audience included small‑business owners: they had disposable income but were not interested in learning complex gameplay mechanics, treating games purely for fun rather than cultural exploration.

    A little‑known fact: Shanda released a handheld console 20 years ago that could run Legend of Mir. Few Chinese even know about it, and most owners mainly showed it off rather than playing it. I disagree with Chen Tianqiao’s business style, but cannot deny his industry influence.

    ​ 7. I haven’t played Helldivers 2. My guess is players there value pure gameplay competition over tight‑knit sub‑community drama.

    Genshin Impact players in China suffer widespread stigmatization — this is not because the game itself is bad; plenty of its players are admirable. The stigma comes from a minority of young users posting poorly‑reasoned, anti‑intellectual remarks online, which triggers resentment toward the whole group.

    Third set of questions 8. Talking about cheating: CrossFire actually has far more cheaters on its Vietnam server, though I do not know the exact reason. Chinese players have very low tolerance for cheaters. Early‑era CrossFire had terrible anti‑cheat systems, and players hated cheating intensely. Later Tencent built powerful anti‑cheat solutions, with relatively few innocent players getting wrongfully banned.

    We call cheaters “Big Brother” online, it is purely a sarcastic nickname, not a term of respect. Nowadays when we spot cheaters, many people just watch it for amusement.

    Some anti‑cheat systems will ban player accounts.

    Skill versus cheating can sometimes be hard to tell apart in CrossFire. We are not all pro‑players, the cheating ecosystem here is just very complicated.

    ​ 9. The stereotype claiming Chinese gamers are prone to cheating spreads mainly via internet hearsay. In China, creating or widely distributing game cheats carries legal consequences. Game developers and operators take this matter very seriously.

    Old‑era MMO cheats were mostly used to automate repetitive dungeon‑grinding. Modern cheats exist only to ruin the multiplayer experience.

    Lu Benwei, former world‑champion League of Legends pro‑player, was caught cheating while streaming PlayerUnknown’s Battlegrounds. He did not apologize immediately, which drew strong backlash from Chinese gamers. He apologized years later, though I have not followed the rest of that story.

    Disclaimer: These are only my personal observations, they do not represent all Chinese‑speaking gamers. Feel free to point out anything that might be ambiguous, so we can avoid misunderstandings.

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  • [–] 2 points 19 hours ago* (last edited 19 hours ago) (4 children)

    Wow, interesting! Thank you for your reply and corrections, even though I didn't really answer your questions, which I suppose I should do now (I apologize for my rudeness)!

    1. I personally have high interest in the 90s and 2000s eras. For me, I consider that time period the High Age of gaming; so many amazing masterpieces released then which haven't been beat by new entries yet, in my opinion.

    2. I am not sure about sensitive topics or rules here, I think as long as it is about games its probably fine.

    3. I think they are fine to post here, you could probably post them in retro games communities also, but again I think as long as it is about games it is probably fine. Your previous posts were most likely removed because many people on Fediverse communities are very aggressive towards AI or LLM usage of any kind and for any reason, so the removal was not likely about the content but entirely about the AI usage.

    And speaking of Legend of Mir, how did its popularity in China compare with Ragnarok Online?

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  • [–] [S] 2 points 19 hours ago* (last edited 19 hours ago) (2 children)

    I didn’t experience that period personally. This information comes from veteran‑player stories and old forum threads. Both games could be seen in many internet‑cafés. Legend of Mir centered on combat and equipment, while Ragnarok Online was more about character‑building and social life. Students made up a large part of RO’s audience, and Legend of Mir had a more diverse age‑range of players.

    On Chinese‑language internet, there is a popular type of nostalgic video with the core theme: “You might not know who I am, but you have definitely seen or heard my work”. That describes Ragnarok Online well. Plenty of people have never actually played it, yet they have come across related clips or its background music at some point, without recalling the game’s name. The single‑player game Trails in the Sky is a similar case.

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  • [–] 1 point 18 hours ago (1 child)

    Ah, I see. Unfortunately reliable information about Chinese gaming and gamers isn't very easy to get. Most of what I thought I know came from Malaysia and Philippines, since it is easier to access. This has been very enlightening, thank you!

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