PV and Public Opinion Analysis of Open-World Martial Arts Games
#Open World, #Public Opinion, #Marketing Analysis

PV and Public Opinion Analysis of Open-World Martial Arts Games
This article translates and reorganizes a research presentation about the promotional video for Project: The Perceiver. The analysis covers what the PV communicates, how it communicates it, what kinds of UGC it triggered, and how public opinion evolved after release.
Image: Cover page
Content: What Does the PV Say?
The study compares four Chinese-style martial arts or action game PVs:
Game | PV Release Date | Observed Data in Source |
|---|---|---|
Project: The Perceiver | 2022-11-10 | 6.408 million views, 15k bullet comments |
Where Winds Meet | 2022-08-24 | 5.154 million views, 16k bullet comments |
Phantom Blade Zero | 2023-05-25 | 3.556 million views, 8,668 bullet comments |
Naraka: Bladepoint | 2019-12-13 | The official PV was not found; TGA trailer reuploads were used as reference |
The PV structure is divided into three content types: narrative CG, real-time combat presentation, and scene/gameplay/CG showcase. For Project: The Perceiver, the PV uses a high proportion of real-time combat footage, which strengthens trust in the product's action design instead of relying only on cinematic promise.
Image: Content breakdown
Method: How Does the PV Tell the Story?
The PV begins with narrative CG to establish atmosphere and identity. It then shifts into real-time combat, especially during the segments around 1:06-2:25 and 3:01-4:20. The protagonist encounters different enemy types, switches combat techniques and mask identities, blocks attacks, and moves the story forward through action.
Camera language:
Third-person camera following the protagonist.
Medium and long shots for combat readability.
Close-up performance animations during impact moments.
Jump cuts in later showcase segments to quickly display art direction, characters, combat effects, and future possibilities.
Image: Opening CG
Image: Combat presentation
Image: Gameplay showcase
UGC Attention Points
After release, UGC videos clustered around four themes:
Theme | Representative Video | Views | Likes | Comments | Saves | Platform |
|---|---|---|---|---|---|---|
Gameplay analysis | “Is domestic gaming entering a chaotic new era? Hidden information in the PV!” | 466k | 34k | 2,864 | 3,498 | Bilibili |
Worldbuilding and architecture | “Scene and ancient architecture analysis: strongest Tang-style design?” | 16k | 1,194 | 177 | 557 | Bilibili |
Chinese culture reaction | “Foreign viewers are shocked into silence” | 135k | 2,162 | 265 | 288 | Bilibili |
Character montage | “High ponytail! Paper Games understands handsome men...” | 475k | 27k | 790 | 11k | Bilibili |
The strongest UGC signals are gameplay speculation, cultural/aesthetic analysis, overseas reaction, and character-driven fan editing.
Image: UGC attention table
Public Opinion Evolution
The discussion did not remain fixed on the PV itself. It evolved through several stages:
2022-11-10: First PV release.
Shortly after release: players analyzed PV information and discussed Paper Games as the developer.
2022-11-28: Real-machine demonstration livestream.
Rumors appeared on Tieba claiming the project had been cut.
Players debated completion level and compared mechanics with Sekiro.
UGC interpretation videos continued to appear.
Later comparisons linked the game with Where Winds Meet, Phantom Blade Zero, and other martial arts action titles.
Image: Opinion trend timeline
Opinion Interpretation Matrix
The source maps public discussion by two axes:
Strong or weak relation to gameplay/IP.
Short-term timeliness or long-term trend value.
This matrix separates temporary heat from topics that may continue shaping audience expectation. For a PV, long-term topics matter more because they become the vocabulary players use to evaluate future announcements.
Image: Opinion interpretation matrix
Hot Topic 1: Differentiation in Action Design
Players discussed whether the action system borrowed from Sekiro, Devil May Cry, or Ghost of Tsushima. The analysis suggests the more important point is not simple borrowing, but how blocking, attack-defense conversion, deflection, and martial arts performance create a distinct Chinese-style action identity.
Image: Action design discussion
Hot Topic 2: Should Hardcore Action Games Attract Female Players?
Paper Games already carries traffic from a large female player base. The PV's actor/performer identity, attractive character models, and mask-switching system opened discussion about whether a hardcore action game can also appeal to women players.
Image: Female player discussion
Hot Topic 3: Tang-Style Art and Cultural Research
Players researched the Tang-style environment, architecture, costumes, weapons, and possible references to Later Tang emperor Li Cunxu. The source also notes an overseas reaction video where “Tang style” was read as “Japanese culture,” showing both the opportunity and risk of cultural export. Strong cultural communication can win favor, but only if the visual language is legible.
Image: Tang-style art discussion
Summary
The PV's attraction comes from the overlap of action presentation, female-player appeal, and Tang-style cultural aesthetics.
Key strengths:
Enough real-time combat demonstration to support mechanical discussion.
Camera movement, VFX, sound effects, attack impact, and deflection feedback that make combat feel tangible.
A mask transformation system that implies role switching and skill variety.
Attractive character modeling and identity design.
Tang-style environments that invite cultural and historical research.
Boss-mask collection, character switching, costume speculation, and puzzle potential.
UGC montages and fan edits that keep heat alive after the PV.
Image: Summary slide
Full Layout Appendix
The original PDF pages were rendered as images to preserve layout:
