Youxi Yingyan 2020

This article contains AI-generated translation.

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在上线至今的一个多月时间里，《原神》一直是行业内最大的焦点。感觉每过去几天，它就会用更加亮眼的市场表现，刷新我们对它的认知。
In over a month since its launch, *Genshin Impact* has consistently been the center of attention in the industry. It seems that every few days, it surprises us with its remarkable market performance, surpassing our expectations.

之前很多人都在质疑，这款投入一亿美元的开放世界游戏，到底能够掀起多大的浪花？而直到上线，在《原神》占据各大榜单头部及用户时间之后，大家才恍然大悟，这种高投入高回报的模式，在移动端已经走得通了。
Many people were skeptical about the impact of this open-world game with a $100 million investment. But it wasn't until its launch when *Genshin Impact* dominated the top charts and captured users' time that everyone realized the high return on investment model had found success in the mobile gaming market.

SensorTower和App Annie给出的数据非常直观。上线首周，《原神》在全球App Store和Google Play的收入是6000万美元；上线首月，这个数字达到2.45亿，是手游收入的历史之最。在10月中国厂商应用及出海收入TOP30榜单上，米哈游和《原神》双双登顶榜首。
The data provided by SensorTower and App Annie is quite straightforward. In its first week, *Genshin Impact* generated $60 million in revenue on the global App Store and Google Play. By the end of its first month, the figure reached $245 million, setting a historical record for mobile game revenue. miHoYo and *Genshin Impact* secured the top spots in the Chinese developer's application and overseas revenue rankings for October.

近日，由Google与手游那点事合作的「游戏鹰眼」栏目邀请到米哈游境外发行负责人金雯怡，向她探讨了这款游戏一路走来的历程，也让我对他们的立项初衷与项目定位有了更多了解。
Recently, the Youxi Yingyan program, a collaboration between Google and mobile gaming news platform GameLook, invited miHoYo's Director of Global Publishing and Operation, Jin Wenyi, to discuss the journey of this game. It provided me with a deeper understanding of their initial vision and project positioning.

如果说《崩坏3》找到了动漫风格动作手游的市场机会，那么这一次，米哈游从一开始就铁了心向更高难度发起挑战。开放世界、多端联通、全球发行，任何一个单拎出来都是非常棘手的难题，但他们就是迎难而上，最终把《原神》做了出来。
If *Honkai Impact 3rd* found its market opportunity in the anime-style action mobile games, miHoYo took a resolute challenge right from the start with *Genshin Impact*. Open world, cross-platform connectivity, and global release were all formidable challenges on their own. However, they faced these challenges head-on and successfully created *Genshin Impact*.

## At the Beginning of the Project, Our Overall Estimation for *Genshin Impact* Was Relatively Conservative

**手游那点事：现在上线有一段时间了，原神的各项数据表现符合你们预期吗？
Mobile Game Affairs: It's been some time since the game's launch. Does the performance of *Genshin Impact* meet your expectations?**

目前来看成绩还可以，有符合预期的部分，也有超出预期的部分。
Currently, the results are generally satisfactory, with some aspects meeting expectations and others exceeding them.

一方面，对于之前我们比较熟悉的市场，「原神」现在的成绩是比较符合预期的。比如说我们通过「崩3」运营了三年多的亚洲地区；
On one hand, the performance of *Genshin Impact* in markets we were already familiar with is in line with our expectations. For example, in the Asian region where we have operated *Honkai Impact 3rd* for over three years.

另一方面，境外一些我们之前覆盖没有很深入的地区，成绩是比较超出我们预期的。比如说南美地区，之前做「崩3」的时候并没有西语和葡语，所以并没有很好的覆盖，而这次在南美不少国家Google Play上我们最高拿到了第二名的成绩。
On the other hand, in certain overseas regions where our previous coverage was not extensive, the performance has exceeded our expectations. For instance, in South America, we didn't have Spanish and Portuguese language support for *Honkai Impact 3rd*, so our coverage wasn't as good. However, this time in several countries in South America, we achieved second place on the Google Play charts.

**手游那点事：上线之前你们对这款游戏的预估是怎样的？
Mobile Game Affairs: What were your expectations for this game before its launch?**

在立项之初，我们就计划把「原神」做成一个长线运营的游戏。上线来说大家都看到了，我们只开放了两个城，但上线之初我们就释出了七个城的预告PV，传说中的“卫星”预告片，要完成这个内容可能需要很多年。
At the beginning of the project, we planned for *Genshin Impact* to be a long-term operation game. As everyone can see, we only opened two cities at launch, but we had already released preview promotional videos for seven cities, including the legendary "satellite" trailer. Completing this content would likely take many years.

所以之前我们对这款游戏的整体预估是比较保守的，我们认为上线初期可能不会立刻聚拢那么多的玩家，原本计划是通过长期的运营在境外各地区逐步取得好的成绩。
Therefore, our overall estimation for this game was relatively conservative. We didn't expect an immediate gathering of a large number of players in the early stages of the launch. Our original plan was to gradually achieve good results in various overseas regions through long-term operation.

这一点，我们之前在「崩3」也已经有过非常丰富的经验去验证，就是可以通过更好的长期运营，在已经上线的地区一次次取得更好的成绩。比如今年是「崩3」国内的第4年，境外的第3年，但是今年的DAU和收入都创了历史新高，这是游戏上线以来每一年都做到的。
We have rich experience in verifying this approach with *Honkai Impact 3rd*. We can achieve better results year after year in already launched regions through improved long-term operation. For example, this year marks the fourth year domestically and the third year internationally for *Honkai Impact 3rd*, and the game has reached new highs in terms of daily active users (DAU) and revenue. This has been achieved every year since the game's launch.

**手游那点事：目前来说，境外各地区对「开放世界手游」的接受程度有多高？
Mobile Game Affairs: Currently, how receptive are different regions to "open-world mobile games"?**

市场上的开放世界手游之前是会少一些，这也是我们立项时候一个很强烈的初衷。
There were relatively fewer open-world mobile games in the market before, and this was a strong motivation for us during the project's inception.

因为我们这边的制作人，包括很多研发的同事，他们都在开放世界游戏中获得了很多乐趣，他们认为像这样的乐趣，应该也可以让手游玩家体验得到。
Our producers and many developers here have derived a lot of enjoyment from open world games, and they believe that such enjoyment can also be experienced by mobile game players.

全球上线以后，我们会看到各地区之间不是按照人群属性去划分并且泾渭分明的。反而是玩家过去的游戏经历，倾向的游戏平台等等，都会让玩家在游戏体验上有不同的偏好及不一样的选择。
After the global release, we can see that regions are not strictly divided based on demographic characteristics. Instead, players' past gaming experiences and preferences for different platforms will influence their game experience and choices.

这些差异，最终会使得他们在我们的开放世界手游上，有着不太一样的体验。
These differences ultimately lead to unique experiences in our open world mobile game.

比如说之前有过一些开放世界体验的玩家，会对开放世界这个设计的体验度很好；又比如说有一些偏动漫风格的手游玩家，会比较认可我们的画风和音乐，同时也会觉得开放世界这种以前没有体验过的东西，非常的新奇有趣。
For example, players who have had previous open world experiences will appreciate the design of an open world. Similarly, players who prefer anime-style mobile games will appreciate our art style and music, while also finding the open world concept novel and interesting.

可以说，不同玩家对新的开放世界手游，对高自由度的认同，让我们意识到，如果一款游戏能提供足够有趣和丰富的内容给到玩家，其实玩家之间的差异并不是那么大。
It can be said that players' varying acceptance of new open-world mobile games and high degrees of freedom have made us realize that if a game can provide sufficiently interesting and rich content to players, the differences among players are not as significant.

**手游那点事：从用户的反馈来说，哪些地区会比较好？
Mobile Game Affairs: Based on user feedback, which regions are performing better?**

好与不好，其实更多的可能会受一些当地市场本身的机型适配、语言本地化的差异引起不同。在我们机型适配得比较好的地区，用户反馈是比较趋同的。
The concept of "good" or "better" can vary depending on factors such as local market device compatibility and language localization. In regions where our game is well adapted to devices, user feedback tends to be more consistent.

**手游那点事：你们重点部署了哪些市场？
Mobile Game Affairs: Which markets have you focused on for deployment?**

在「崩3」的时候，我们已经对亚洲地区的一些市场，包括品牌和投放的推广有着相对丰富的经验。而对于欧美地区，我们这一次也尝试了在上线初期就用品牌和投放相结合的推广模式。
During the *Honkai Impact 3rd* period, we had relatively extensive experience with branding and promotional campaigns in some Asian markets. For the European and American regions, this time we also tried a combination of branding and promotional campaigns during the initial release.

但我们因为人力和各方面的因素，并不能做到所有国家全部覆盖。上线初期在美国、法国等地区，我们也做了一些线上线下的宣传和活动。下一步我们会更深入地去看一些国家，把面铺得更广。
However, due to resource limitations and various factors, we were not able to cover all countries. During the initial release, we conducted online and offline promotions and activities in regions such as the United States and France. Moving forward, we will delve deeper into various countries to expand our presence.

**手游那点事：你认为距离「开放世界手游」被全球玩家接受和喜爱的这个目标，还差多远？
Mobile Game Affairs: How far do you think we are from the goal of global acceptance and popularity of "open-world mobile games"?**

我觉得如果你能做一款品质比较高的开放世界手游，其实全世界玩家喜欢的东西是共通的。我们可以看到全世界玩家对于“应急食品-派蒙”的喜爱，可以看到不同语言的玩家在reddit上发布内容近似的吐槽贴和对原神剧情的探讨和热衷，这就说明当你的游戏内容足够有趣足够好，地域和语言不会是最大的一个难题。
I believe that if you can create a high-quality open-world mobile game, there are common elements that players around the world will enjoy. We can see the global player's love for "Emergency Food Paimon" and the similar discussions and enthusiasm for the storyline of *Genshin Impact* on platforms like Reddit, regardless of language. This indicates that when your game content is interesting and good enough, geography and language are not the biggest obstacles.

但说到一些差异的话，可能我们需要在一些性能优化上，让更多的玩家可以体验到这样的游戏。现在我们在有些地方，还是因为包体大小和各种原因，有一部分机型的玩家不能够在手机端体验到这样的游戏。所以，让这样一个开放世界游戏被全世界更多的玩家去体验到，我觉得这一块是可以做更多耕耘的。
However, when it comes to some differences, we may need to focus on performance optimization to ensure that more players can experience such games. Currently, there are still limitations in certain areas where some players with specific devices cannot enjoy the game on their mobile phones due to factors like package size and technical constraints. So, to make an open-world game like this accessible to more players worldwide, I think there is still room for improvement.

另外还有一个难点是如何持续产出符合玩家预期甚至超出玩家预期的内容，这样才能使得现有用户不断有新的惊喜同时又可以扩大用户圈去吸引更多的新用户。
Another challenge is how to continuously deliver content that meets or exceeds player expectations. This will not only keep existing users engaged with new surprises but also attract more new users to expand the player base.

## We Have Always Wanted to Go Global, and So Far, *Genshin Impact*'s Overseas Release Has Been in Preparation for Two Years

**手游那点事：与研发上的冒险相比，「原神」的全球同步发行同样是一个非常大胆的举措，你们当时是怎么考虑的？
Mobile Game Affairs: Compared to the adventure in development, the global simultaneous release of *Genshin Impact* is also a very bold move. How did you consider it at the time?**

我们从蛮早就一直想做全球化，这件事情是我们之前一边在运营「崩3」境外，一边在思考我们的下一款产品如果要全球发行，它应该是一个什么样的发行策略去进行的。
We have always wanted to go global for quite some time. It was something we were thinking about while operating *Honkai Impact 3rd* overseas, contemplating what kind of distribution strategy we should adopt for our next product to achieve a global release.

因为「崩3」我们是分了不同的地区先后发行的，在这个过程中，我们得到了一些用户反馈，他们希望能够更加同步地得到最新的内容，这个诉求其实全世界玩家都是一样的。
With *Honkai Impact 3rd*, we had staggered releases in different regions, and during this process, we received feedback from users who wanted to receive the latest content more synchronously. This demand is actually the same for players worldwide.

一开始我们的日服和港澳台服，大概比欧美要早将近一年。在游戏上线大约两年以后，我们终于拉齐了境外不同地区的进度，但境外的整体版本和国内版本进度还是有4周左右的差距。
Initially, our Japanese and Hong Kong/Macau/Taiwan servers were launched about a year earlier than the European and American servers. It took us about two years after the game's release to align the progress in different overseas regions, but there was still a difference of approximately four weeks between the overall overseas version and the domestic version.

所以当我们站在用户的角度思考，如果我们能够全球同步发行，我们可以给全球玩家带来更一局化的体验，当时我们也知道这一定会有很多困难，但也是倒逼我们去思考如何高效地支持这样一款产品。
So, when we thought from the perspective of users, if we could achieve a global simultaneous release, we could provide a more unified experience for players worldwide. We knew there would be many difficulties, but it also compelled us to think about how to efficiently support such a product.

现在回过头去看，我们从2019年6月的首曝，第一篇全球新闻稿和第一支游戏PV，到后来的每次CB，再到各种市场宣传素材的落地，本地化的社群建立和用户调研，都几乎做到了全球同步，所以这件事情是大家合力做了很久，在上线前两年开始就做了很多准备的。
Looking back now, from the first exposure in June 2019, the first global press release and the first game promotional video, to subsequent closed betas and the landing of various market promotional materials, the establishment of localized communities, and user research, we almost achieved global synchronization. So, this was a collective effort that took a long time, with preparations starting two years before the game's release.

**手游那点事：工作量这么大，时间跨度这么长的准备工作，你们的发行团队规模应该很大？
Mobile Game Affairs: With such a massive workload and a long preparation period, your publishing team must be quite large, right?**

现在境外发行团队已经超过了200人，会支持米哈游所有项目在境外的发行。
Currently, our overseas publishing team has exceeded 200 people, supporting the overseas release of all miHoYo projects.

但是这肯定不仅仅只是境外发行团队去做的，它其实是一个非常早期就需要和项目组各个职能部门协同紧密合作，可以说是大家的合力下，才能做到的一件事情。所以它的背后是倾注了所有人的力量。
But it's not just the overseas publishing team working on it. In fact, it requires close collaboration with various functional departments within the project team from the very early stages. It can be said that it is the collective effort of everyone that makes it possible. So, it is a culmination of everyone's dedication.

**手游那点事：通过这次全球发行，你觉得你们现在比较擅长的国家和地区有哪些？
Mobile Game Affairs: Through this global release, which countries and regions do you think you are now more proficient in?**

我们可能还是对亚洲市场更熟悉一点，也是因为「崩3」的原因，我们对当地的玩家和文化已经有了一些认知。同时我们也和一些厂商合作得比较多，所以我们对这些市场会更了解。当然我们希望通过「原神」进一步了解更多之前可能没有那么熟悉的地区。
We are probably more familiar with the Asian market, partly due to *Honkai Impact 3rd*. We have gained some understanding of the local players and culture. Additionally, we have collaborated with several partners in these markets, so we have a better understanding of them. Of course, through *Genshin Impact*, we hope to further explore regions that we may not have been as familiar with before.

**手游那点事：从发行品类的角度来看，「原神」在吸量上会更容易吗？
Mobile Game Affairs: From the perspective of publishing categories, is it easier for *Genshin Impact* to attract a large audience?**

「原神」的做法不太一样，之前我们也想看一下有没有一些可以直接借鉴的经验，但做了调查之后，也找Google了解过，我们发现可以参考的相对会比较少，一模一样的竞品在市面上几乎可以说是没有。
The approach of *Genshin Impact* is somewhat different. We initially wanted to see if there were any experiences we could directly draw from, but after conducting surveys and consulting with Google, we found that there were relatively few reference points. There are almost no identical competitors in the market.

但有一点比较好的是，我们一直以来都是做内容输出，以内容为基点做品牌和社群的理念。在两年的准备过程中，我们不断地释出内容，跟粉丝互动，这一点在我们境外的社群都可以看得到。
However, one positive aspect is that we have always focused on content output and built our brand and community around it. Throughout the two-year preparation process, we consistently released content and interacted with fans. This aspect can be seen in our overseas communities.

我们有很多丰富的IP设定，这些内容需要比较长的时间慢慢去传递给玩家，让他们对世界观，对每一个角色都开始产生认知及情感，这是我们为什么花比较多的时间和人力去做的原因。
We have a wealth of IP settings, and it takes time to gradually convey this content to players, allowing them to develop an understanding and emotional connection with the world and each character. That's why we invested a significant amount of time and manpower into it.

**手游那点事：在做的这些内容输出里，有哪些是你觉得效果比较好的？
Mobile Game Affairs: Among the content outputs you have been working on, which ones do you think have been the most effective?**

我们做的是一种连续性的内容，它有点像电视连续剧，或者系列电影在讲故事。
We focus on creating continuous content, similar to a TV series or a series of movies telling a story.

比如说我们会做主线剧情和支线任务，角色有人物故事线，这些内容整合在一起，构成了我们整体的世界观和游戏架构。也因为这些比较丰富的内容设定，不光我们官方可以产出一些内容，也给玩家提供了很大的UGC创作空间。两者的内容相结合并且互相作用，就产生了更好的内容传播效果。
For example, we develop main storyline quests and side quests, with each character having their own storylines. When these contents are integrated together, they form our overall world view and game structure. Due to these rich content settings, not only can our official team produce content, but it also provides players with ample opportunities for user-generated content (UGC) creation. The combination and interaction of both types of content lead to a more effective dissemination of content.

**手游那点事：刚刚你提到Google，其实在全球发行的过程中，你们进行了哪些合作？
Mobile Game Affairs: You mentioned Google earlier. What kind of collaborations did you have during the global release process?**

我们和Google的合作比较紧密，他们在很多维度上给了非常有用的信息。比如说在「原神」上线之前，我们对一些国家本地手机设备和用户习惯没有深入研究，这方面他们有很多信息和建议，帮助我们建立基本认知。
Our collaboration with Google has been quite close, and they have provided us with valuable information in various dimensions. For example, before the release of *Genshin Impact*, we didn't have in-depth research on local mobile devices and user habits in certain countries. Google offered us a lot of information and suggestions in this regard, helping us establish a basic understanding.

我们的市场合作在预注册之前就开始了，后来我们基于Google提供的预注册用户的画像，结合不同维度的数据去做各个地区的预算分配和优化策略；同时游戏上线后，Google还会对我们的素材和已获取用户再做深入的分析，帮助我们不断迭代出更好的素材和投放定位，可以说在市场投放上对我们有很大的帮助。
Our market cooperation started before pre-registration, and based on the user profiles provided by Google, we allocated budgets and optimized strategies for different regions using multidimensional data. After the game went live, Google conducted in-depth analysis of our materials and acquired users, assisting us in continuously iterating and improving our materials and targeting. They have been of great help to us in terms of market promotion.

另外，我们也尝试了做小语种的本地化，这是我们第一次做。比如说西葡俄，它不仅仅是语言的翻译，也包括一些习惯性描述说法和游戏内特定描述，甚至是游戏UI、UX用户操作的界面，这些方面Google的本地化团队都给了我们很多有帮助的建议。
Furthermore, we also ventured into localizing the game in smaller language markets, which was a first for us. For languages like Spanish, Portuguese, and Russian, it involved not only language translation but also habitual expressions, specific in-game descriptions, and even the UI/UX interfaces for user operations. Google's localization team provided us with many helpful suggestions in these aspects.

最重要的是，我们游戏从预注册开始到上线得到了Google全球的推荐，而这个和Play中国的同事对我们的大力支持是密不可分的，使得原神在很早的时候开始就已经和Google全球team沟通，让大家能够慢慢熟悉这款来自中国Developer的原创IP游戏。
Most importantly, our game received global recommendations from Google, and this would not have been possible without the strong support from our colleagues at Google Play China. It allowed *Genshin Impact* to establish communication with the global team at Google from an early stage, enabling everyone to become familiar with this original IP game developed by a Chinese developer.

**手游那点事：回过头看，你觉得全球同步发行最难的点是什么？
Mobile Game Affairs: Looking back, what do you think was the most challenging aspect of global simultaneous release?**

它是一个需要花很多时间做巨多前期工作的情况，并且它涉及方方面面，需要各部门通力配合。我们又涉及到很多语种，很多不同地区文化，项目体量又非常庞大，各方面因素交合在一起，它的难度其实不是加法，而是乘法。
It was a situation that required a significant amount of time and extensive preliminary work, involving various aspects and requiring the cooperation of multiple departments. We had to deal with many different languages and cultures in various regions, and the scale of the project was enormous. When all these factors combined, the difficulty was not simply additive but multiplicative.

如果要说一个特别困难的点，是在于整个准备过程中，你能够参考的点非常少。比如说在预注册之前，我们对于欧美的体量各方面，没有一些非常直观的数据来佐证，我们看不到一款成功跨平台全球统一发行的游戏的各项指标应该是怎样的。因为没有对标，所以我们对于很多在做的决策其实都不是100%有把握的。
If we were to identify one particularly challenging aspect, it would be the scarcity of reference points throughout the entire preparation process. For example, before pre-registration, we didn't have very intuitive data to support the market size and other aspects in Europe and the Americas. We couldn't see what the key indicators of a successfully cross-platform globally unified game should be. Without benchmarks, many of the decisions we made during the process were not 100% certain.

另外，用户接受程度我们也很难一开始就精准把握，这些都是需要我们长期去摸索的。从第一次游戏曝光以后，我们就开始和玩家交流，随着内容的释出，去社群观察和理解玩家的讨论点，分析游戏内行为表现的数据等等不断加深对玩家的理解。
Moreover, it was difficult to accurately gauge the level of user acceptance from the beginning. These were things that required long-term exploration. Since the first exposure of the game, we have been engaging with players, interacting with them, observing the community's discussions, and analyzing data on in-game behaviors to deepen our understanding of players.

所以我们一直说这次全球发行的过程就是在摸着石头过河。
That's why we always say that the process of global release was like crossing a river by feeling the stones.

## The Development Team Had Approximately 500 People Before the Launch, and Our Investment in the Team Has Only Increased, Not Decreased

**手游那点事：目前看来你觉得「原神」成功了吗？它算不算为开放世界手游立下了标准？
Mobile Game Affairs: Do you think *Genshin Impact* has been successful? Can it be considered as setting a standard for open-world mobile games?**

倒不能这么说，对于开放世界手游而言，我觉得可以做的内容非常多；而对于「原神」来说，我们还有很多新的内容想带给玩家。
I wouldn't say that. For open-world mobile games, I believe there is still a lot that can be done. As for *Genshin Impact*, we still have many new content ideas to bring to the players.

一方面，是现在我们要按照排期有规划地给到玩家；但另一方面，是做这样一款非常大体量的游戏，对产能的要求非常高，我们非常希望做更多的内容，但也需要产能的支撑来与之对应。
On one hand, we have planned and scheduled content releases for the players. On the other hand, developing such a large-scale game requires high production capacity. We are eager to create more content, but it needs to be supported by the required production capacity.

**手游那点事：此前你们曾经公布过，「原神」的研发成本是一亿美元，现在算上宣发和其他成本，你们上线之前的整体投入是多少？
Mobile Game Affairs: Previously, you announced that the development cost of *Genshin Impact* was 100 million USD. Now, considering marketing and other costs, what was the overall investment before the launch?**

因为我们是一个注重做内容的项目，所以研发这一块是占大头的，即使加上一些宣传费用，大概也就是一亿美元多一点这样子，这是我们整体的一个数字。
Since we focus on content creation, the development cost is the major component. Even with some marketing expenses, it amounts to a little over 100 million USD. This is the overall figure for our investment.

而且当时说的是到2020年底，整体研发费用到1亿美元，这是一个比较粗略的估算，但说了之后业内就普遍运用了这个数字，它其实是一个各方面都有考虑进去的整体。
It was mentioned that the estimated development cost would reach 100 million USD by the end of 2020. It was a rough estimate, but once it was disclosed, the industry widely adopted this number. It represents an overall consideration of various factors.

**手游那点事：最终上线前，原神研发团队规模是怎样的？
Mobile Game Affairs: What was the size of the development team for *Genshin Impact* before its final launch?**

目前，原神研发团队已经大约有500人。上线以后，「原神」还面临着长期运营，内容更新很多方面的需求，所以我们对研发的投入只增不减。
Currently, the development team for *Genshin Impact* consists of approximately 500 people. After the launch, *Genshin Impact* faces the long-term operation and various demands for content updates, so our investment in development only increases and doesn't decrease.

比如「崩3」已经上线4年，「崩2」已经上线6年了，两款产品的团队规模也都是在上线以后在不断增加，另外随着游戏上线，也会需要更多的发行人力支持。
For example, *Honkai Impact 3rd* has been online for 4 years, and *Houkai Gakuen 2* has been online for 6 years. The team sizes for both products have continuously increased after their respective launches. Additionally, with the game's launch, there will also be a need for more publishing resources and support.

**手游那点事：当初你们怎么会愿意用这么大的投入来尝试做这款游戏？这看起来很冒险。
Mobile Game Affairs: Why were you willing to invest such a large amount to attempt the development of this game? It seems like a risky endeavor.**

这确实是一个巨大的挑战，无论是内容产出，制作技术，甚至到产品运营，对于我们来说都是全新的尝试。我们每一次做游戏立项的理念都是something new, something exciting, something out of imagination，这同时也是我们公司的slogan。我们希望能够一直做出让玩家眼前一亮大大超出他们预期的新内容。
Indeed, it was a tremendous challenge. Whether it's content creation, production technology, or product operation, it was a completely new endeavor for us. Every time we embark on a game project, our guiding principle is "Something New, Something Exciting, Something Out of Imagination," which is also our company's slogan. We aim to constantly create new content that surprises players and goes beyond their expectations.

对于开放世界游戏的认知，我们当时开始立项去做的时候，并没有意识到后来它的困难程度和复杂程度有这么高，所以也是在做的过程中不断地发现困难，克服困难。
When we started the project for an open-world game, we didn't fully realize the level of difficulty and complexity that would come along. It was during the development process that we continually discovered and overcame challenges.

投入肯定是增加了的，但是对于我们团队的能力也是不断提升的过程，而我们也很高兴地看到，这款产品还是做出来了。
The investment has certainly increased, but it has also been a process of continuously enhancing our team's capabilities. We are delighted to see that we were able to bring this product to life.

**手游那点事：看到它最终能做出来，市场表现还很好，你们现在的感受是什么样的？
Mobile Game Affairs: Seeing that it has been successfully developed and has performed well in the market, how do you feel now?**

我们很高兴「原神」这款产品受到广大玩家的关注及支持，但同时也感受到了压力，因为我们承载着那么多玩家对原神的喜爱和支持，对新内容的渴望和期待，他们期待游戏能有更多的玩法和角色，这是我们需要长期思考和规划并且去给玩家提供的。
We are thrilled that *Genshin Impact* has garnered attention and support from a vast number of players. However, we also feel the pressure because we carry the expectations and love that players have for *Genshin Impact*, as well as their desire for new content. They anticipate more gameplay features and characters in the game, which is something we need to continuously think about, plan, and provide to the players.

## For Outstanding Talent, We Do Not Limit Headcount

**手游那点事：你们下一阶段的工作重点是什么？
Mobile Game Affairs: What will be the focus of your work in the next phase?**

我们已经规划完了整体的版本内容，大的世界框架有七座城市，地图是一块一块进行开发，「原神」的世界观，主线及支线故事等，这些框架是已经建立好的。
We have already planned out the overall version content, with seven cities in the big world framework. The map is being developed piece by piece. The world view, main story, and side quests of *Genshin Impact* have already been established.

基于这样长线运营的概念，对我们而言，我们整个研发还是需要不断地产出玩家喜欢的、超出预期的内容，这个过程中我们也会基于现在玩家给到的一些反馈，去做调整和优化。
Based on the concept of long-term operation, for us, continuous production of content that players love and exceeds their expectations is necessary. In this process, we will also make adjustments and optimizations based on the feedback we receive from players.

**手游那点事：刚刚你提到对团队的投入只增不减。现阶段你们最需要哪些方面的人才？
Mobile Game Affairs: You mentioned earlier that you do not limit the headcount for outstanding talents. What kind of talent do you need the most at this stage?**

现阶段的原神团队，我们各方向的人才都非常欢迎。我们在招聘上经常有一句话，对于顶尖人才我们是不限headcount的，只要你足够优秀，我们随时随地欢迎你。
At this stage, the *Genshin Impact* team welcomes talents from all disciplines. We often say in our recruitment that we do not limit headcount for top talents. As long as you are outstanding, we welcome you anytime, anywhere.

我们相信“技术宅拯救世界”，当下我们当然还是会持续招聘更多优秀的技术人才比如游戏客户端，游戏服务器，引擎开发等，另外想要着重提一下我们最近最最缺的岗位之一是有过大地图制作经验的LA关卡美术岗位，以及有大世界关卡设计经验的LD关卡策划岗位。
We believe that "Tech Otakus Save the World." Currently, we will continue to recruit more exceptional technical talents, such as game client, game server, and engine development. Additionally, we want to highlight that one of the positions we are currently in great need of is Level Artist (LA) with experience in creating large maps, and Level Designer (LD) with experience in designing open-world levels.

另外在宣发这一块，因为现在是全球的发行和运营，所以从我们的角度，我们也非常希望对各个地区有实战经验的同学加入我们，尤其是PC及主机端的经验，我们还是比较缺的。
Furthermore, in terms of marketing and promotion, since we are now operating globally, we also highly value candidates with practical experience in various regions, especially those with experience in PC and console platforms, which we are currently lacking.

以及除了原神，米哈游现在也有另外几款项目正在研发中，所以欢迎所有有兴趣加入下一代旗舰产品研发发行的优秀人才加入我们，一起学习，一起成长，一起见证米哈游的未来高点！
Apart from *Genshin Impact*, miHoYo is also developing several other projects. Therefore, we welcome exceptional talents who are interested in joining our team and contributing to the development and release of our next-generation flagship products. Let's learn, grow, and witness miHoYo's future achievements together!

**手游那点事：在人才竞争方面，你觉得米哈游有什么优势？
Mobile Game Affairs: In terms of talent competition, what advantages do you think miHoYo has?**

米哈游在2012年成立的时候，动漫风格游戏是一个非常小的品类，我们是靠着爱和热情，同时公司创始人对于所做的事情发自内心的喜爱，以及想和玩家分享他们的想法和作品的动力，一直坚持到了现在。
When miHoYo was founded in 2012, games with an anime art style were a very niche category. We relied on love and passion, as well as the genuine enthusiasm of our founders for what they were doing and their drive to share their ideas and works with players, and we have persevered until now.

现在差不多9年过去了，可能从外界看来我们发展得很快，但从第一部作品到现在，其实也走了很长的一段路。从我个人的角度，米哈游最吸引我的地方还是公司的文化和价值观，这里是一个非常开放的平台，每个人都有很大的学习成长空间。
Nearly 9 years have passed, and from an external perspective, it may seem like we have developed rapidly. However, from the first project to the present, we have also traveled a long journey. From my personal perspective, what attracts me most to miHoYo is the company's culture and values. It is an open platform where everyone has ample opportunities for learning and growth.

**手游那点事：回过头看这段历程，有可以分享的故事吗？
Mobile Game Affairs: Looking back at this journey, are there any stories you can share?**

其实在「原神」首曝的时候，大家也知道我们站在风口浪尖上，有一段时间压力特别大，这个压力对整个项目组包括公司其实都有。
During the initial exposure of *Genshin Impact*, as everyone knows, we were in the spotlight, and there was a period of immense pressure, which affected the entire project team and the company as a whole.

那时候伴随我们、鼓励我们的，是看到很多热爱米哈游的玩家，给我们的留言和支持。比如说有这么一个玩家的留言，到现在为止，包括大伟哥和我提起的时候，都会稍稍有点泪目。
During that time, what accompanied and encouraged us were the messages and support from many players who love miHoYo. For example, there was a message from a player that still brings a tear to my eye when Brother Wei and I talk about it.

原话是这样的，「崩3」虽然不是我玩的时间最长的游戏，但绝对是我最有感情的游戏。现在米哈游要出「原神」了，我想借姬子老师的话改编一下：“米哈游，抬起头，继续前进吧，把这个不完美的游戏变成大家所期望的样子。”
The message goes like this: "Although *Honkai Impact 3rd* is not the game I've played for the longest time, it is definitely the game I have the strongest emotional connection with. Now, miHoYo is about to release *Genshin Impact*, and I'd like to adapt a quote from Himeko-sensei: miHoYo, lift your head up and keep moving forward! Turn this imperfect game into what everyone expects!"

姬子老师是「崩3」里面的一个角色，这是游戏里面的一个CG当中，她对琪亚娜说的一段话。玩家把这段话拿出来做了小小的变化，体现的是他们对我们的一种信任，也是我们能走到今天非常巨大的动力。
Himeko-sensei is a character in *Honkai Impact 3rd*, and this line was spoken by her in a CG scene within the game. The players took this line and made a small modification, which reflects their trust in us and serves as a tremendous motivation for us to have come this far.

我们很多研发的小伙伴是真的在一个有爱的氛围中去做这款产品，倾注了非常多的心血，在这样的一个环境中，看到自己的付出被粉丝认可，其实大家会非常有成就感，相互之间也是非常追求极致的状态。
Many of our development team members have truly poured their hearts into this game in a loving environment. Seeing our efforts recognized by fans in such an environment brings a great sense of accomplishment, and we all strive for excellence together.

## Notes

1. ↑ The quote originated from the animated short "Final Lesson." The message written by a fan named "kaixinxiaolong" was first mentioned by the *Genshin Impact* project leader, Cai Haoyu, in June 2019, and then mentioned by Liu Wei in an Apple App Store interview in October 2020.