Genshin Impact Online Showcase: To the World of Bigger Adventure!

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미호요의 신작 오픈월드 액션 RPG《원신》의 온라인 쇼케이스가 지금 시작됩니다! ‘따웨이거’로 알려진 미호요의 대표이사 ‘류웨이’가 한국 유저분들을 위해 직접 소개하는 《원신》의 개발 히스토리, 업데이트 계획, 정식 출시 일정 소식들을 직접 만나보세요!
The online showcase of miHoYo's new open-world action RPG *Genshin Impact* begins now! Meet the development history, update plans, and official release schedule news of *Genshin* Impact directly introduced by Liu Wei, the president of miHoYo, also known as "Brother Wei" to Korean users!

## Video

J.Hyun：大家好，我是米哈遊海外運營team，也是今天的主持人–J.Hyun， 今天很高興也很激動能為廣大玩家來帶關於《原神》的最新消息。特別是很多玩家期待這次的採訪，所以準備時更加興奮。其實我是第一次做主持人，所以很緊張，如果有不足，也希望多多諒解。今天我有幸邀請到了米哈遊的總裁 – 劉偉到舞台，來跟大家談談《原神》 這款產品的最新動態以及後續計畫。大偉哥，請向大家介紹一下自己。
J.Hyun: Hello everybody, I'm J.Hyun from miHoYo's Overseas Operations team, and your host for today. We're very happy and very excited to bring all you players the latest news concerning *Genshin Impact*. A lot of players have been looking forward to this interview in particular, so we've been all the more excited to prepare it. Actually, this is my first time as host, so I'm rather nervous. If there's anything you feel is lacking, please do understand. Today, I am happy to invite miHoYo's General President, Forrest Liu, onstage to talk to everyone about the latest happenings in *Genshin Impact* and our future plans. First off, please introduce yourself to everyone.

刘伟：大家好，我是玩家口中的大偉哥。很抱歉由於疫情的原因，沒法親自到韓國向玩家們問好，只能通過線上的方式和玩家們分享一些《原神》的最新內容。
Liu Wei: Hello, everyone. I'm the one players call Dawei. I apologize that I was unable to go to Korea to meet with the players in person due to the pandemic, and that I'm only able to use online means to share a bit of the latest *Genshin Impact* content with you all.

J.Hyun：那麼，我們正式開始採訪，首先能請大偉哥簡單介紹一下我們這款產品嗎？
J.Hyun: Well, let's now begin the interview proper. First, could you briefly introduce our product?

刘伟：《原神》是米哈游自主研發的一款開放世界動作冒險ARPG遊戲。遊戲發生在七種元素交匯的幻想世界「提瓦特」。在這裡，每個人都可以成為神，而被神選中的人將被授予「神之眼」，導引元素之力。在遊戲中，玩家將扮演一名「旅行者」，在自由的旅行中邂逅性格各異、能力獨特的同伴們，和他們一起擊敗強敵，找回失散的親人，同時逐步發現「原神」的真相。在《原神》這款遊戲中，我們將獨立全新的故事、開放世界冒險、多人角色扮演、豐富的角色養成、元素互動的戰鬥玩法以及單人和多人模式共存的方式組合在了一起呈現給廣大玩家，希望玩家們能喜歡。
Liu Wei: *Genshin Impact* is an original open-world action RPG developed by miHoYo. This game takes place in the fantasy world of Teyvat, where the seven elements converge. In this world, anyone can become a god, and those who are chosen by the gods are granted Visions, which allow them to control an element. You, the player, are a mysterious traveler who will embark on epic adventures in this world, where you will meet friends with unique personalities and abilities along the way. They will help you fight intimidating enemies, find your lost kin, and unravel all the mysteries of the world of *Genshin Impact*. *Genshin Impact* will have an all-new, independent story. In it, we have combined an open-world adventure, a wide variety of available characters, rich character enhancement systems, a play-style based on elemental reactions and the ability to play the game solo or in co-op mode. We hope that players will enjoy it.

J.Hyun：很有趣 ！雖然有些玩家通過幾次的封測可以提前體驗「原神」但還是有很多玩家沒有體驗到，為了這些玩家，大偉哥能否具體就遊戲的每個特性來詳細介紹一下？
J.Hyun: Very interesting! Although some players were able to experience *Genshin Impact* in advance during our several closed beta tests, there are many players who were unable to do so. Could you give the players some specifics as to the special features of the game?

刘伟：首先《原神》作為米哈遊的全新IP，有著非常宏大的世界觀，遊戲中會有七個城邦組成的開放世界供玩家進行探索。遊戲的主線劇情是我們上面所提到的尋找失散的親人，揭開「提瓦特」大陸的奧秘；同時遊戲還有非常豐富的個人角色支線，這能讓玩家更好地瞭解同伴的經歷以及戰鬥風格；並且遊戲中還包含著許多有趣的小遊戲，例如飛行測試、料理烹飪等，能夠給玩家在探索中增加不少的驚喜。
Liu Wei: Firstly, *Genshin Impact* is a brand new IP of ours, and has a very large world. The game is an open world composed of seven nations that players can explore. The main storyline is, as stated before, searching for lost kin and uncovering the secrets of the continent of Teyvat. At the same time, it also has rich character storylines that will help the player understand the experiences and combat styles of their companions. There are also a lot of interesting mini-games in the larger game, such as flying tests and cooking, which will add a lot of pleasant surprises to the player's exploration of the game.

其次，《原神》將卡通渲染風格和不同的地域文化融合，讓玩家在進入每一個新的城邦之後，不管是在角色、場景、背景音樂等，都會有一個全新的體驗。 比如第一個是歐式風格的自由之城「蒙德」，另一個是東方幻想勝境的「璃月港」。在「璃月港」，我們結合來自蘇式松竹園林、徽式水鄉還有黃龍的奇絕景象以及古裝電影中常出現的一種意象——蘆葦蕩，使其兼具戲劇性與自然美，給玩家傳達東方幻想的氣韻。
Next, *Genshin Impact* blends an anime-inspired aesthetic with the culture of the various regions. Whenever players come to a new city, the characters, the setting, the scenery, and the music should all provide a completely new experience. For example, the first city is Mondstadt, the City of Freedom, which has a European aesthetic. The other is Liyue Harbor, which is inspired by scenic Eastern fantasy. There, we combined the pines and bamboos of Suzhou, the canal towns of Huizhou, the otherworldly beauty of Huanglong and the symbolism of reeds, which often appear in period films, to give the place a dramatic yet natural beauty, and communicate that spirit of Eastern fantasy to the player.

同時，《原神》中有眾多角色供玩家挑選，並且有非常豐富的養成系統，可以通過升級、更換武器等方式提升戰鬥力或是強化元素技能。每個角色都對應水、火、雷等七種元素中的一種，通過切換角色，能夠實現元素交互反應，讓戰鬥方式變得更加多樣，同時也能給遊戲中的敵人造成更大程度上的傷害；不僅如此，元素還能夠和環境互動，比如說水元素遇到火元素會蒸發，而冰元素遇到火元素則會融化，來達到解謎、探索等目的。
At the same time, *Genshin Impact* has a great number of characters for the player to choose from and has a very well fleshed-out character enhancement system. You can increase their fighting strength or strengthen their elemental skills by leveling them up, switching their weapons, and more. Every character corresponds to one of the seven elements: Hydro, Pyro, Electro, and so on. By switching between characters, you can start elemental reactions, which will give you greater variation in combat styles and deal greater damage to enemies. The elements can also interact with the environment. For example, when Hydro meets Pyro, it Vaporizes, and when Cryo meets Pyro, it Melts. You can use the elements to unlock secrets, explore further, and accomplish all sorts of other goals.

最後，玩家能夠根據自己喜好在單人和多人模式中切換。玩家既可以單獨探索「提瓦特」，獲得具有沉浸感的遊戲體驗，也能夠邀請好友一起，共同挑戰難度較大的boss和秘境（也就是地下城）。總之，《原神》的很多特性，需要玩家自己上手體驗，才能有更深的體會。
Finally, players can switch between single-player and multiplayer modes as they please. Players can choose to explore Teyvat solo and have a more immersive gaming experience, or they can invite friends to challenge tougher domains (by this we mean dungeons) and bosses together. Overall, *Genshin* has a lot of special features that players will have to experience more deeply for themselves.

J.Hyun：我們聽到了遊戲的主要特點，真的很多，總裁在之前說《原神》是一款開放世界動作冒險RPG遊戲。其實之前的產品《崩壞3rd》作為動作RPG，可以說是比較成熟了，但開放世界這個概念，對米哈遊來說，相對是比較陌生的，怎麼想到去嘗試這個頗有難度品類呢？想聽聽研發的幕後故事。
J.Hyun: We've heard about quite a few of the game's main special features. Now, you said earlier that *Genshin* is an open-world action RPG. Our previous game, *Honkai Impact 3rd* was an action RPG as well, so that could be said to be familiar territory, but the "open-world" part, by contrast, is unfamiliar to miHoYo. How did the thought come to try this rather challenging genre? We'd like to hear about the story behind the development of this game.

刘伟：這其實可以從米哈遊的創業理念說起。2011年，我跟另外兩位大學同學一起創業。我們做遊戲的初衷，是發自內心地熱愛 ACG 遊戲。一直以來，我們研發遊戲會有一個核心出發點：something new、something exciting、something out of imagination。每次做核心向產品時，我們都會思考做什麼樣的遊戲，才能夠超出用戶的預期。
Liu Wei: This can be traced back to our company's creative philosophy. When I and two university classmates created this company in 2011, our motivation for making games came from our love for the ACG (Anime, Comic, and Games) genre. From the beginning, we had one core starting point for game development: "something new, something exciting, something out of imagination." Every time we sit down to develop a core product, we will think about how to create a game that will surpass user expectations.

2016年9月，《崩壞3rd》上線並取得一定成績之後。在接下來半年裡，我們一直在思考下一款產品應該做成什麼樣子。整個 2017 年上半年我們都非常地焦灼，到底做什麼樣的產品才會讓我們自己覺得 exciting、覺得 out of imagination。這又回到了我們的初心，就是我們自己想玩什麼東西。那段時間，我們玩最多的是主機的開放 世界遊戲，這些遊戲所帶來的都是非常宏大的世界觀和超出預期的探索體驗。那麼既然我們自己想玩這樣的遊戲，而且又願意去做這樣的遊戲，我們就去做吧。就是抱著這樣一個非常簡單的想法，我們從 2017 年開始做這個項目。但後來我們才發現，我們大大低估了開放世界的製作難度。
When *Honkai Impact 3rd* went online and achieved a measure of results in September 2016, we began to think — and continued to think for around half a year — about what our next product was going to look like. For most of the first half of 2017, we were very anxious. What sort of product would we find "exciting" and "out of imagination?" So we returned to the beginning, to the question of "what sort of game would we want to play?" During that period, the thing we were playing most was open-world games, and these games all featured huge worlds and exploration experiences that surpassed our expectations. So, since we want to play these games, and are willing to make this sort of game, why don't we just do it? It was with this simple feeling that we began working on this project in 2017. But we realized later on that we had greatly underestimated the difficulty of creating an open world.

J.Hyun：開發中遇到很多始料未及的困難和挑戰嗎？
J.Hyun: Did many unexpected difficulties and challenges present themselves during development?

刘伟：沒錯。開放世界的設計難度是最基本的，無論是《原神》專案的負責人，還是米哈遊的員工，當時對開放世界的製作，相對自己熟悉的品類開發來說，可以說是非常淺薄。尤其是當時市面上大家耳熟能詳的開放世界，不管是《GTA》、《巫師三》、《上古卷軸》還是《塞爾達》，這些遊戲的背後的工作室都是全世界最優秀的。他們有的製作人在行業工作了 30 年以上，團隊間合作了 10 年、20 年。他們有的那些工具、經驗和對遊戲的理解，是我們遠不能比的。因為整個開放世界，是牽一髮而動全身的。比如說做地形系統的同學，他做了一點點的優化改動，就會發現上面所有東西都亂掉了。因此團隊會有非常多需要磨合和反覆溝通的內容.
Liu Wei: That's right. Designing the open world was our most foundational issue. Whether it was the people in charge of the *Genshin Impact* project, or the average miHoYo employee, our understanding of open-world development was very shallow compared to our familiarity with what we had done before. If you consider the open-world games that everyone is familiar with in today's market, whether it be *Grand Theft Auto*, *The Witcher 3*, *The Elder Scrolls*, or *Zelda*, the studios behind these games are some of the finest in the world. They have developers who have been in the industry for over 30 years, development teams that have been working together for a decade, maybe even two. They have the tools, the experience, and an understanding of those games that we could not match. Every piece of an open world is intricately linked. For example, if the team in charge of terrain systems optimizes something just a little, they will find that everything up the chain has been thrown into chaos. As such, there is a lot of content that the team has to constantly communicate with each other to hash out.

J.Hyun：那回到《原神》本身，如果讓你用一組詞語形容《原神》世界的基準，你會選擇哪一組呢？
J.Hyun: So, returning to *Genshin Impact* itself — if you were to describe the basis of *Genshin Impact*'s world in a short phrase, how would you do it?

刘伟：宏大而微小。
Liu Wei: Grand but fine.

J.Hyun：具體該如何闡述呢？
J.Hyun: Can you elaborate on that, specifically?

刘伟：宏大自然不必多說。目前我們已經開放了20-30平方公里地圖，其中分佈各式各樣的怪物、秘境、謎題、採集物，而這些僅僅是七大城邦中前兩座呈現的。微小則是我們會從細節處著手，營造世界的真實感。推算角色和NPC的行為準則和生活方式，再去進行設計。比如在「蒙德」，獨自玩耍的小孩在橋上喂鴿子，偷懶的騎士在城牆下打盹，日暮時萬家燈火逐次點亮，吟遊詩人來到大教堂後的墓地，為女兒獻上一支歌曲，蒙德人平靜而不平凡的生活，等待玩家去瞭解，發現，甚至改變。
Liu Wei: The "grandness" is self-explanatory. At present, we have already developed a 20–30 square-kilometer wide map that is filled with all kinds of monsters, domains, puzzles, and resources, and we are only at two out of the seven great cities. The "fineness," however, is how we begin building a believable world starting from minute details. We reckon first with the lifestyles and behavioral standards of characters and NPCs, and we engage in further development from there. For example, in Mondstadt, a child plays alone on a bridge by feeding the pigeons, and a knight dozes off under the city walls. As evening comes, the lamps light up everywhere and a bard comes to the cemetery behind the cathedral to sing for his daughter — the peaceful but by no means ordinary lives of the people of Mondstadt are there for players to understand, discover, and even change.

J.Hyun：所以未來的其他城邦和地圖，也會遵循這宏大而微小的理念嗎？
J.Hyun: So will future cities and maps also follow this same "grand but fine" principle?

刘伟：是必須遵守。
Liu Wei: They must.

J.Hyun：感謝。到目前為止介紹了原神遊戲的主要特點，講述了遊戲開發幕後故事，和總裁對研發的理念。原神作為高技術和美麗的畫面，被很多遊戲玩家期待中，記者們也發來了多樣的提問，現在我們開始對這些提問的解答。第一個提問，是關於今後的更新相關內容。最近《崩壞3rd》更新了版本，《原神》以後也會和《崩壞3rd》一樣，定期更新版本，擴充新內容嗎？
J.Hyun: Thank you. Now, we've introduced the main features of *Genshin Impact* as a game, talked about the backstory behind its development, and also about our president's development philosophy. *Genshin* is highly anticipated by many players for its beautiful, high-quality artwork, and many journalists have also asked us a wide variety of questions. We will now begin to answer these questions. The first question concerns future content releases. Recently, *Honkai Impact 3rd* had a version update. Will *Genshin Impact* do something similar by adding content at fixed intervals via version updates?

刘伟：我們所有產品都會堅持長線運營的策略。《崩壞3rd》已經三周年了，我們依然在不斷地擴充我們的遊戲內容。比如說每隔一個半月都會進行一次版本更新，新版本裡面會包含新的故事、新的英雄、新的玩法，本質上跟做美劇幾乎沒有區別。我們過去幾年一直都這樣，用美劇的更新思路在更新遊戲，持續推出高品質的、新穎的、有趣的內容。所有產品上線後，它的投入只會增大，不會減少。
Liu Wei: All of our products will continue with a long-term operation module. *Honkai Impact 3rd* has had its 3rd anniversary, and we are still constantly adding content to it. For example, every month and a half, it will receive a version update that includes new stories, new heroes, new ways to play — in essence, this is almost the same as making a TV drama. We have continued to do this for the past few years, using an updated version of that TV drama thought process to update our games and continuously putting out high-quality, novel, and interesting content. Our investment in our products will only increase once they come online, not decrease.

J.Hyun：可以為正在收看的玩家，稍微透露下《原神》後續的更新計畫嗎？
J.Hyun: For the players who are watching the video right now, could you reveal some small part of the plan for *Genshin Impact*'s future updates?

刘伟：產品還沒上線就已經要催更了嗎。首先我們會根據遊戲上線後玩家對於遊戲的建議及回饋，不斷對遊戲進行持續性的優化。未來我們會規劃更多的角色、劇情，創造更豐富的社交玩法和更多樣的遊戲體驗，例如家園系統，可以跟多人參與的連線活動；優化秘境「刷刷刷」的體驗；隨著新玩法內容的加入，我們會把養成相關材料的獲取方式投放到大世界中，將開放世界的體驗盡可能的延伸到遊戲的各個方面；在秘境中加入動態機制拓展玩法上的新鮮感，讓玩家體驗到關卡冒險的趣味性以及隊伍組合的策略性；後續版本還會增加家園、服裝系統。
Liu Wei: The game hasn't been released yet and we're already asking for new content, huh? Well, first off, we will take player suggestions and feedback once the game is released, and continually optimize the game. In the future, we will add more characters and stories, in addition to creating more avenues for social gameplay and various other gaming experiences. Examples of this would be a "home" system, co-op activities that allow even more people to participate, and the optimization of the experience of farming Domains. As new content is added into the game, we will add the various enhancement resources to the open world, and extend that open-world experience to as many aspects of the game as we can. We will also be adding dynamic mechanics to gameplay within Domains to keep them fresh and emphasize both the excitement of clearing stages and the strategic nature of party setups. Future versions will also add the home and costume systems.

J.Hyun：準備了好多更新內容啊，除了新的玩法外，這次CBT的時候，在「璃月」地區開展了海燈節活動，這個活動受參與CBT玩家的高度熱愛，以後會有類似之前海燈節這樣的大型活動嗎？
J.Hyun: That's a lot of new content you have prepared. Other than gameplay, this closed beta test period also saw the release of the Lantern Rite event in the Liyue region. This event was very popular among closed beta test players. Will there be similar large scale festivals of this kind in the future?

刘伟：肯定會的，我們很高興看到海燈節能夠受到玩家的喜愛。未來我們會按照遊戲世界觀的設定，或是和現實世界中的大型節日，去舉辦一些遊戲內的大型活動。
Liu Wei: Definitely. We were very pleased to see that Lantern Rite was well-received by the players. In the future, we will organize large in-game events based on the game universe or on important festival days in the real world.

J.Hyun：已經開始期待了！聽總裁的話，可以感受到原神美麗和平的治癒系玩法，對於手機玩家，可能還是更喜歡競爭要素的系統，那以後是否有追加競爭類內容的計畫呢？比如說類似《崩壞3rd》的排行榜競爭模式？
J.Hyun: I'm excited already! From what you've said, I can already feel *Genshin Impact*'s beautiful, peaceful, and therapeutic gameplay. But perhaps mobile players prefer systems of a more competitive bent. Are there any plans to add competitive content in the future, such as *Honkai Impact 3rd*'s ranked competitive mode?

刘伟：我們最初的想法是通過《原神》，給玩家呈現一個具有沉浸感的開放世界，在遊戲中我們提供了單人模式，同時加入了CO-OP的方式讓玩家邀請朋友們一起進行大世界的冒險。
Liu Wei: Our original intention was to give players an immersive open-world experience, and so we have provided a solo mode as well as a co-op mode for players to invite their friends to go on adventures together with them.

J.Hyun：原神作為開放世界手機遊戲，嘗試了新的挑戰外，還嘗試了手機，PC，PS4玩家可以連線的多平台新概念很多記者也對多平台提出了提問。 為什麼這次《原神》選擇了多平台同時開發呢？
J.Hyun: Other than taking up the new challenge of creating an open-world mobile game, this new concept of creating a cross-platform game that can be played on mobile devices, PC, and the PS4 has attracted some questions from journalists. Why has *Genshin Impact* chosen simultaneous development across multiple platforms?

刘伟：又要再次提到創立米哈遊的初衷，我們想做出超出玩家預期的遊戲，並且讓更多台的玩家體驗到我們製作的遊戲。其實去年年底，《崩壞3rd》就陸陸續續在各個區服登陸了PC平台。對公司來說，在主機平台進行開發遊戲既是挑戰，但也是我們的夢想，而現在夢想終於成真了。
Liu Wei: For this, we need to go back to our original intention for creating miHoYo. We wanted to create something that would surpass the player's expectations, and to let players from more platforms experience the game we made. Actually, *Honkai Impact 3rd* slowly began to come to PC toward the end of last year. To our company, developing games for consoles was at once a challenge and our dream, and that dream has finally come true.

J.Hyun：那在多平台開發的過程中，遇到了哪些困難呢？
J.Hyun: In that case, what challenges did you face while developing this game for multiple platforms?

刘伟：《原神》是米哈遊第一款在主機、PC和移動端多平台同時開發的專案，在主機專案上的經驗不足和管理多平台的開發的巨大工作量及資源協調，是我們在研發多平台遊戲時碰到的主要問題。但幸運是，團隊對將遊戲推向多平台的目標從未改變過，這是我們克服所有困難最核心的部分。
Liu Wei: *Genshin Impact* is the first of miHoYo's projects to be developed for PC, console, and mobile platforms simultaneously. Our lack of experience with consoles and the huge workload and resource management that came with a multi-platform release were the main challenges that we encountered in the development process. Fortunately, a multi-platform release has always remained the team's unwavering objective. This was the core component of our ability to overcome all such difficulties.

J.Hyun：目前為止，總裁跟我們透露了很多的內容，到了所有玩家們期待的時刻，所以我們什麼時候能玩到呢？關於廣大玩家最關注的上線時間，大偉哥今天能夠透露新的消息嗎？
J.Hyun: Up till now, you've told us a lot of things. Now, for the moment all the players have been waiting for, when can we expect to be able to play the game? Is there anything you can tell us about this much-anticipated piece of news today?

刘伟：《原神》將會在2020年9月28日於PC和Mobile平台正式發佈，PS4平台的發佈日，我們也會在晚些時候公佈。
Liu Wei: *Genshin Impact* will be released on PC and mobile platforms on September 28, 2020. The release date for PS4 will be announced at a later date.

J.Hyun：感謝，與此同時，原神事前登錄也開放了，這次的事前登錄是全球一起進行，並根據一定的人數，全服會得到獎勵，除此之外，官網和社區也會做多樣的活動，希望多多關注和參與。最後，還有什麼想和廣大玩家說的嗎？
J.Hyun: Thank you. *Genshin Impact*'s pre-registration page should already be up. This pre-registration will be global, and all servers will receive certain prizes if certain pre-registration milestones are met. Additionally, our official website and social media platforms will hold various events, which we hope that players will take part in. Finally, do you have anything else to share with all the players?