Youxi Yingyan 2022

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在《未定事件簿》（下称未定）国服上线的第一年里，通过上述几个关键词，米哈游串联起了发生在未名市的故事。这些关键词概括的不仅是玩家作为律师经手的案件，更是游戏中有血有肉的人物生平。
In the first year of its release in the Chinese server, *Tears of Themis* connected the story set in Stellis City through several key elements. These keywords not only summarize the cases handled by players as lawyers but also depict the fleshed-out lives of the characters in the game.

又一年过去，米哈游仍在不断探索新内容，以带给玩家更多惊喜，而发生在未名市的故事也被讲述给全球更多玩家听。
Another year has passed, and miHoYo continues to explore new content to bring more surprises to players. The story set in Stellis City is also being shared with players worldwide.

凭借优质的内容，《未定》收获了全球玩家的认可，再加上米哈游的全球发行能力，7月中下旬也成了所有未名市律师期待的时间。一边国内的玩家正满心期待她们与《未定》的第二个周年庆，另一边海外的用户也开始了国际服周年庆的倒计时。
With its high-quality content, *Tears of Themis* has gained recognition from players around the world. Coupled with miHoYo's global publishing capabilities, the mid to late July has become the anticipated time for all Stellis City lawyers. While players in the domestic market eagerly await the second anniversary celebration of their journey with *Tears of Themis*, overseas users have also begun the countdown to the international server's anniversary celebration.

在玩家的期待以外，作为一款全球发行的女性向产品，《未定》有着优异的市场成绩。上线港澳台地区当天，不仅出现在Google Play免费榜高位，也出现在港台畅销榜前列。海外地区，诸如日韩、欧美、新马等地《未定》的下载、畅销的排名也都不错。
Beyond players' expectations, as a globally released female-oriented product, *Tears of Themis* has achieved outstanding market performance. On the day of its launch in Hong Kong, Macau, and Taiwan, it not only appeared high on the Google Play free charts but also ranked well on the best-selling charts in the Hong Kong and Taiwan regions. In overseas regions such as Japan, South Korea, Europe, America, Singapore, and Malaysia, *Tears of Themis* has also achieved good rankings in terms of downloads and sales.

能取得这样的成绩，游戏本身优质的内容外，米哈游全球同步发行的能力也不容小觑。
In addition to the game's high-quality content, the ability of miHoYo to achieve simultaneous global releases should not be underestimated.

近日，由Google与手游那点事合作的「游戏鹰眼」栏目邀请到米哈游国际化副总裁金雯怡、国际化商务总监凌小鱼，她们分享了米哈游发行首款女性向的一些经验与心路历程。
Recently, the "Youxi Yingyan" section, a collaboration between Google and Mobile Games Affairs, invited miHoYo's Vice President of Global Publishing and Operation, Jin Wenyi, and Director of Global Business Development, Ling Xiaoyu. They shared some experiences and insights into the release of miHoYo's first female-oriented game.

其中不仅包括了游戏本地化过程中的内容调整，也有他们对不同市场的理解与认知。她们坦言，在坚守优质内容吸引玩家的准则外，在境外发行《未定》这款女性向的过程也让米哈游收获良多。
This includes not only the content adjustments made during the game's localization process but also their understanding and perception of different markets. They admitted that while adhering to the principle of attracting players with high-quality content, the process of releasing *Tears of Themis* in foreign markets has also brought many benefits to miHoYo.

## "We Are Pleasantly Surprised *Tears of Themis*'s Performance in European and American Markets"

**手游那点事：国服快要两周年了，国际服推出也快一年了，《未定》的出海情况怎么样？
Mobile Game Affairs: The Chinese server is approaching its second anniversary, and the international server has been launched for almost a year now. How is the overseas performance of *Tears of Themis*?**

目前《未定》处于全球发行的状态，游戏内配有简中、繁中、日、韩、英五种文字本地化处理，同时有中、日、韩三种不同的配音。
Currently, *Tears of Themis* is in a global release state, with localization in Simplified Chinese, Traditional Chinese, Japanese, Korean, and English, as well as three different voiceover options in Chinese, Japanese, and Korean.

我们先上线了港澳台地区，像日韩、欧美甚至东南亚市场，是以国际服的形式同步上线，在日本、韩国甚至北美一些地区Google Play免费榜、畅销榜靠前的位置，《未定》也曾留下身影。
We initially launched in the Hong Kong, Macau, and Taiwan regions. In markets such as Japan, South Korea, Europe, America, and even Southeast Asia, we simultaneously launched the international server. *Tears of Themis* has appeared prominently on the Google Play free charts and best-selling charts in Japan, Korea, and even some regions in North America, leaving its mark.

**手游那点事：你们怎么看待这个表现？
Mobile Game Affairs: How do you view this performance?**

总的来看，欧美地区的市场表现给到我们更多惊喜。
Overall, the performance in the European and American regions has given us more surprises.

起初，无论是市场情况，还是调研结果，都能看到《未定》这类产品在欧美地区并不常见。但《未定》还是取得了不错的成绩，这也让我们意识到，像这类具有探索、解谜元素的游戏，在欧美市场仍有很多可能性。
Initially, both the market conditions and research results indicated that products like *Tears of Themis* were not commonly seen in the European and American regions. However, *Tears of Themis* still achieved good results, which made us realize that games with exploration and puzzle elements like this still have a lot of potential in the European and American markets.

在今年4月，《未定》的国际服推出了沙漠主题活动。活动开始后，无论是游戏的热度还是数据表现，都有不错的提升。数据以外，玩家的反馈也非常不错，这给到我们一些深耕欧美市场的信心。
In April of this year, the international server of *Tears of Themis* launched a desert-themed event. Since the start of the event, there has been a significant increase in both the game's popularity and data performance. Apart from the data, the feedback from players has also been very positive, giving us confidence in further cultivating the European and American markets.

**手游那点事：你们认为《未定》为什么能够打动欧美用户？
Mobile Game Affairs: Why do you think *Tears of Themis* is able to resonate with European and American users?**

可能和游戏的玩法架构有关。丰富的感情线以外，《未定》提供了很多不同的玩法体验，比如卡牌战斗、逻辑推理，再比如近期美食制作、宠物互动的元素，这些不同的内容能吸引不同喜好的女性玩家。
It may be related to the game's gameplay structure. In addition to its rich emotional storylines, *Tears of Themis* provides various gameplay experiences such as card battles, logical reasoning, and recently introduced elements like food preparation and pet interactions. These diverse content elements can attract female players with different preferences.

此外，我们塑造了有理想有追求的女性律师形象，通过主线故事推进，能给到玩家共同成长的感觉。这种不断突破自我的体验，也会给到玩家共鸣。
Furthermore, we have portrayed female lawyers with ideals and aspirations. Through the progression of the main storyline, players can feel a sense of growth and development alongside the characters. This experience of constantly surpassing oneself can also create a resonance with players.

**手游那点事：既然欧美市场的成绩这么令人惊喜，为什么反而没有英配？
Mobile Game Affairs: Since the performance in the European and American markets is so surprising, why isn't there an English voiceover?**

跟我们对于市场的一些前期调研的结果也挂钩。日语的配音产业可以说算是全球顶尖，日语的配音有着广大的受众群体，在不同的地区都有着很高的接受度和认可度。这一点，很多相关的用户调研和访谈都可以证明。
It is related to some of our preliminary market research findings. The Japanese voice acting industry can be considered top-notch globally, with a large audience and high acceptance and recognition in different regions. This is evident from various user surveys and interviews conducted.

另外，一些知名的日本声优，在日本以外，诸如中国、欧美等地都有不少受众，很受欢迎，我们在选择的时候，也有一部分这方面的考量，会选择有一定的粉丝基础和知名度的优秀声优，这样对我们的市场宣传也有很好的助力作用。
In addition, some well-known Japanese voice actors have a significant following not only in Japan but also in other regions such as China, Europe, and America. They are highly popular. When making our choices, we also consider factors such as having a certain fan base and recognition among these voice actors. This can greatly assist us in marketing and promotion.

不过总体来说，不论什么语言，我们都会首先是从游戏内容出发，在选择声优的时候，会根据男主的人设和游戏的风格内容做出决定，选择那个声线和演绎都最贴合角色的声音。
However, overall, regardless of the language, our priority is always the game content. When selecting voice actors, we consider the character's personality and the style of the game. We choose the voice that best matches the character in terms of tone and performance.

**手游那点事：面对不同地区玩家时，《未定》的本地化有做哪些特别处理吗？
Mobile Game Affairs: When facing players from different regions, what special localization efforts were made for *Tears of Themis*?**

比较直观的是不同地区《未定》里男主的名字不太一样。在这个过程中，我们会根据不同地区的文化环境、语言习惯，再结合角色本身的特征、人设做调整。
One of the most obvious aspects is that the name of the male lead in *Tears of Themis* differs in different regions. In this process, we make adjustments based on the cultural environment, language habits of each region, and the characteristics and design of the character.

同时在翻译游戏内容时，基本的准确、专业以外，还要保证游戏内容通俗易懂，能够降低玩家理解的门槛，这是我们比较大的诉求。
In translating the game content, besides ensuring accuracy and professionalism, we also strive to make the game content accessible and easy to understand. We aim to lower the barrier for players' comprehension, which is a significant priority for us.

**手游那点事：具体的本地化流程是怎么样的？
Mobile Game Affairs: What is the specific localization process like?**

一定是研发团队会与本地化团队进行密切的沟通，保证翻译内容能够准确传达游戏的内容。同时，我们也会结合运营团队收集到的玩家反馈，对翻译内容进行润色和优化。
Certainly, the development team closely collaborates with the localization team to ensure that the translated content accurately conveys the game's essence. Additionally, we incorporate player feedback collected by the operations team to refine and optimize the translated content.

## "As Long as We Are Well-Prepared, We Can Achieve Global Simultaneous Release"

**手游那点事：聊完了产品的本地化，再来说一说发行。发行《未定》的过程中，你们觉得它和其他品类游戏的主要区别在哪里？
Mobile Game Affairs: After discussing the localization of the product, let's talk about the publishing aspect. During the process of publishing *Tears of Themis*, what do you think sets it apart from other game genres?**

其实发行《未定》对米哈游来说也是比较新的尝试，因为我们之前并没有做过这样偏女性向的产品。
In fact, publishing *Tears of Themis* was a relatively new endeavor for miHoYo, as we had not previously developed a product specifically targeted towards a female audience.

但我们能做的，就是通过长线的运营做好版本内容的优化和迭代，并且坚持从用户喜好出发，做更多能够满足不同地区、不同文化背景玩家需求的内容和活动。其实不止是《未定》，其他游戏的发行策略也是如此。
However, what we can do is focus on long-term operation, optimizing and iterating on the game's content, and consistently considering user preferences. We strive to create more content and activities that cater to the diverse needs of players from different regions and cultural backgrounds. This approach applies not only to *Tears of Themis* but also to our publishing strategies for other games as well.

**手游那点事：具体到不同地区和市场，你们做了哪些活动和内容？
Mobile Game Affairs: In specific regions and markets, what kind of activities and content have you implemented?**

比如我们会举办4位男主的线下庆生活动，其实这算是这类游戏用户比较共通的诉求。但具体的营销方式和活动内容定制，我们就会和当地用户习惯，甚至特色相结合。
For example, we organize offline birthday celebration events for the four male leads, as this is a common desire among players of this genre. However, the specific marketing methods and customized event content are tailored to the local user habits and even incorporate local characteristics.

另外，我们也会推出一些声优活动，邀请声优老师谈谈对角色的理解，也会公开一些幕后花絮，来满足玩家对于游戏制作过程的好奇。
Additionally, we host voice actor activities where we invite voice actors to discuss their understanding of the characters and share behind-the-scenes anecdotes. This helps fulfill players' curiosity about the game's production process.

**手游那点事：如果要给《未定》发行的地区进行难度排序，你们会怎么排？
Mobile Game Affairs: If you were to rank the difficulty of publishing *Tears of Themis* in different regions, how would you prioritize them?**

与其说是发行的难度，不如说是对各个地区的熟悉程度。这和我们之前的发行经历也有关系，有的地区我们已经建立了Local团队，那么上手就会更容易。但有的地区还处于初期阶段，我们对于用户、市场的理解就还有更多可以提升的空间。
Rather than categorizing it as difficulty, it is more about the familiarity with each region. This is also influenced by our previous publishing experiences. In some regions, we have already established local teams, making it easier to adapt. However, in other regions, we are still in the early stages, and there is room for improvement in our understanding of users and the market.

发行《未定》也是个不断学习的过程，比如欧美市场超出预期的表现，就会让我们对当地用户的诉求、喜好的内容有更多理解。
Publishing *Tears of Themis* is a continuous learning process. For example, the unexpected performance in the European and American markets allows us to better understand the demands and preferences of local users.

**手游那点事：常理会把日、韩、欧美的发行分开，但《未定》国际服是同步上线的，为什么会这样处理？
Mobile Game Affairs: Typically, the release of games in Japan, South Korea, and Europe and America is handled separately. However, *Tears of Themis* was released simultaneously in the international server. Why was this approach taken?**

其实只要做足前期准备，我们是有能力同步推进日韩、欧美的发行工作的。再加上无论是本身的产品内容，还是宣传推广策略，我们一直保持全球统一的策略，也是希望能让全球玩家在同一时间点，体会到比较一致的内容。
In fact, as long as we adequately prepare in advance, we have the capability to simultaneously launch and promote the game in Japan, South Korea, Europe, and America. Furthermore, both the product content itself and our promotional strategies have consistently followed a global unified approach. We wanted players around the world to experience a relatively consistent content at the same time.

**手游那点事：未来米哈游的产品都会更倾向于全球同步发行吗？
Mobile Game Affairs: In the future, will miHoYo's products tend to be globally released simultaneously?**

我们更倾向于结合产品本身选择合适的发行策略，比如《未定》国际服上线的时间就和国服间隔了一年。
We lean towards selecting the most suitable release strategy based on each product. For example, the international server of *Tears of Themis* was launched one year after the Chinese server.

**手游那点事：在《未定》出海的过程中，Google给到你们哪些帮助？
Mobile Game Affairs: During the international launch of *Tears of Themis*, what kind of assistance did Google provide?**

那太多了。Google不仅是一个庞大的平台，同时拥有完整的生态，产品正式上线前，他们就帮助我们做了市场分析，同时给到我们很多建议。当然之后的设备调试、各地政策等信息，也给到我们很多支持，帮助我们节约了很多时间和人力成本。
Google provided us with a great deal of support. Not only is Google a vast platform, but it also has a comprehensive ecosystem. Prior to the official release of our product, they assisted us with market analysis and provided us with valuable recommendations. Moreover, they offered support in terms of device debugging, local policies, and other relevant information, saving us a significant amount of time and manpower.

针对女性向这个特别的品类，Google也分享过一次深度的行业分析报告，让我们对不同的市场有了全面的了解，我们也从中学习到很多。
Regarding the unique genre of female-oriented games, Google also shared an in-depth industry analysis report, giving us comprehensive insights into different markets. We learned a lot from it.

## "High-Quality Content and Satisfying Player Service Are Everlasting Effective Marketing Strategies"

**手游那点事：聊聊内容更新吧，最近国服《未定》非常高产，你们是找到了产能提速的方法吗？
Mobile Game Affairs: Let's talk about content updates. Recently, the Chinese version of *Tears of Themis* has been very prolific. Have you found ways to increase production capacity?**

一方面是米哈游所有的项目都有长线运营的节奏，《未定》也不例外。开发团队在持续投入精力和资源、搭建高效管线，提升产能和效率，来满足玩家不断增长的内容需求。
On one hand, miHoYo follows a long-term operation rhythm for all its projects, and *Tears of Themis* is no exception. The development team continues to invest energy and resources, establish efficient pipelines, and improve production capacity and efficiency to meet the ever-growing content demands of players.

另一方面，《未定》团队的每位成员都对这款游戏充满了感情，当然也倾注了很多心血，随着团队的不断成长，自然就会做出更多、更让玩家喜爱的优质内容。
On the other hand, each member of the *Tears of Themis* team has a deep emotional connection with the game and has put a lot of effort into it. As the team continues to grow, naturally, they are able to create more high-quality content that players love.

**手游那点事：那国内版本的产能提速，会给海外版本的同步更新带来压力吗？
Mobile Game Affairs: Does the increased production capacity in the domestic version put pressure on synchronizing updates for the international version?**

不能说是压力，我们宗旨是给到玩家更好的体验。海外版本的内容更新我们也会做好相应的规划，进行一些调整，来更好地呈现周年庆、角色生日这样意义重大的活动等等。
It wouldn't be accurate to call it pressure. Our goal is to provide players with a better experience. We also plan and make adjustments for content updates in the international version, ensuring that significant events such as anniversaries and character birthdays are presented in the best possible way.

**手游那点事：那在推进《未定》宣传工作时，针对具体地区会有专门制定的策略吗？
Mobile Game Affairs: When promoting *Tears of Themis*, do you have specific strategies tailored to each region?**

其实每个地区的宣传策略还是不一样的，因为不同地区用户的触媒习惯不太一致。比如亚洲地区我们就会更多推出线下内容，欧美市场线下营销的活动就会相对少。但我们觉得最有用的宣传策略永远是优质的内容和让玩家满意的服务。
In reality, the promotional strategies vary for each region because users' media consumption habits differ across different regions. For example, in Asian regions, we focus more on offline activities, while offline marketing events are relatively less emphasized in the European and American markets. However, we believe that the most effective marketing strategy is always high-quality content and satisfying player service.

**手游那点事：用户对线下活动的反馈怎么样，哪些会是玩家更能接受的形式？
Mobile Game Affairs: How has the user feedback been for offline activities, and what forms of offline activities are more accepted by players?**

就《未定》的线下活动来说，正向、积极的反馈会比较多，这从社交媒体、留言板上都能看到。其实受疫情的影响，举办线下活动是有一定操作难度的，不同地区的防疫政策不同，并且还会实时变动，我们也碰到过需要临时改变计划的情况。
Regarding offline activities for *Tears of Themis*, we have received a lot of positive and enthusiastic feedback, which can be seen through social media and message boards. Due to the impact of the pandemic, organizing offline events has been challenging. Different regions have varying COVID-19 prevention policies that are subject to real-time changes. We have encountered situations where we needed to adjust our plans at the last minute.

但玩家的认可会让我们觉得有必要继续做下去，一方面是这些活动确实很能给到玩家仪式感和沉浸感，另一方面，玩家完全能够通过这些活动感受到《未定》，感受到米哈游的贴心，和对用户诉求的响应。活动具体形式的限制并不多，只要是贴合玩家需求的，她们都能感受到。
However, the recognition from players has made us feel the necessity to continue. On one hand, these activities truly provide players with a sense of ritual and immersion. On the other hand, players can fully experience *Tears of Themis* and feel the attentiveness of miHoYo and their responsiveness to user demands through these events. There are not many restrictions on the specific forms of activities as long as they meet the players' needs. Players are able to perceive and appreciate them.

**手游那点事：国内女性向手游的社群运营还蛮有特点的，《未定》海外玩家的社群运营是什么样的？
Mobile Game Affairs: The community management of female-oriented mobile games in China has its unique characteristics. What is the community management like for overseas players of *Tears of Themis*?**

社群实际是官方和玩家沟通的通道之一，而我们的确倚重与玩家建立的情感连接，因而社群运营本身是有必要的。就《未定》来说，我们希望社群是个能让玩家舒心交流的地方，她们可以自由地转发喜欢的帖子，吐槽或者赞美我们的活动。
The community is one of the channels for official communication with players, and we indeed rely on the emotional connection established with players. Therefore, community management is necessary. For *Tears of Themis*, we want the community to be a place where players can freely and comfortably engage with each other. They can freely share posts they like, express their opinions, and provide feedback on our events.

当然我们也确实在做社群运营，一方面是我们会自主设计活动，比如猜谜、拼图等等，鼓励玩家和我们交流。另一方面，我们也会投入精力和人力，为玩家打造一个平台，在这里她们可以分享产出的UGC内容。
Of course, we do actively manage the community. On one hand, we organize our own designed activities such as puzzles, jigsaw puzzles, etc., to encourage player interaction with us. On the other hand, we invest resources and manpower to provide a platform where players can share their user-generated content (UGC).

我们也有一套完整的体系，包括创作者激励计划等等，因为玩家的二创不仅能够提升游戏的活跃度，同时也能给到官方活动内容的灵感。
We have a complete system in place, including creator incentive programs, because players' creative works not only enhance the game's vitality but also inspire us with ideas for official events.

**手游那点事：周边算是女性向比较特别的一个环节，针对不同地区的用户，《未定》的周边线是怎么推进的？
Mobile Game Affairs: Merchandise is a unique aspect of female-oriented games. How is the merchandise line for *Tears of Themis* promoted to cater to users from different regions?**

我们做周边的初衷，是为了给到玩家打通线上与线下、更丰富立体、更多元的IP体验。
Our initial intention for merchandise is to provide players with an integrated, multi-dimensional, and diverse IP experience that bridges the online and offline realms.

大家对我们国内的周边应该是熟悉的，天猫店也有不错的销量，质量和口碑也挺好。其实海外市场也一样，具体到不同地区、甚至不同玩家，她们的喜好不同，我们也无法全部识别。
Many people are familiar with our merchandise offerings in the domestic market, and our Tmall store has achieved good sales with positive quality and reputation. The same applies to the overseas market. However, when it comes to different regions and even different players, their preferences vary, and it is impossible for us to identify them all.

所以我们的策略是提供丰富多样的选择，囊括更多品类、更多产品，给到玩家自主选择的空间。这和做游戏内容是一个概念，就像我们会探索不同玩法的结合，尝试不同的活动设计。
Therefore, our strategy is to provide a rich variety of choices, encompassing different product categories and a wider range of options, giving players the freedom to make their own choices. This is akin to our approach in developing game content, where we explore the integration of different gameplay mechanics and experiment with diverse event designs.

## "A Product that Appeals to Female Users Worldwide May Not Be Limited to Female-Oriented Genres"

**手游那点事：就当下而言，你们会怎么看待女性向出海这件事？
Mobile Game Affairs: Regarding the current situation, how do you perceive the trend of female-oriented games expanding overseas?**

整体市场是活跃的。近年来女性用户玩手游的比例，无论海内海外都呈增长趋势，能够看到女性用户正在成为市场上重要的消费群体。只要玩家的需求在，并且需求在增长，那么市场上就会不断有新品出现，最终形成一片活跃的海。
The overall market is vibrant. In recent years, the proportion of female users playing mobile games has been increasing both domestically and internationally. Female users are becoming an important consumer group in the market. As long as the demand from players exists and continues to grow, new products will constantly emerge in the market, ultimately creating a lively sea of opportunities.

**手游那点事：最近挺多国内厂商也在做女性向出海，你们怎么看待这种竞争激烈的局面？
Mobile Game Affairs: Many domestic companies are also venturing into the overseas female-oriented market. How do you view this highly competitive landscape?**

我们非常乐意看到这样的情况，因为这说明部分用户的需求在被发现、被满足。米哈游在探索的过程中，也很愿意倾听玩家的诉求，最终落实到自身产品的塑造上，然后给用户提供更高质量的内容和体验，我们认为这是个非常正向的循环。
We are pleased to see this situation because it indicates that the needs of certain users are being recognized and met. As miHoYo explores this space, we are eager to listen to player feedback and incorporate it into shaping our own products. Ultimately, this allows us to provide users with higher quality content and experiences. We believe this is a very positive cycle.

**手游那点事：你们觉得会有一款女性向产品做到全球通吃吗？
Mobile Game Affairs: Do you think there will be a female-oriented product that appeals to a global audience?**

《Candy Crush》（笑）
*Candy Crush* (laughs)

我们认为如果一款产品的品质比较高，又能让很多女性用户体验到游戏的乐趣的话，那么它在全球范围内就会有比较广泛的市场，它可能不会局限在女性向这个品类里。
We believe that if a product has high quality and can bring enjoyment to many female users, then it will have a wide market globally and may not be limited to the female-oriented genre.

包括我们的《未定》也是，我们不希望把它框定“恋爱为主”的框架里，我们希望在情感以外，它的推理互动玩法等等也能吸引玩家。
Including our game *Tears of Themis*, we don't want to confine it within a framework focused solely on romance. We hope that besides the emotional aspect, its interactive gameplay elements, such as deduction and investigation, can also attract players.

**手游那点事：那么在一款女性向手游里加入更多玩法元素，像《未定》那样，会是一种面向全球市场的产品设计思路吗？
Mobile Game Affairs: So, incorporating more gameplay elements into a female-oriented game, similar to *Tears of Themis*, could be a product design approach targeting the global market?**

这肯定还是需要结合具体产品看，因为大家推进项目的目标和诉求不会全然相同。米哈游更熟悉的方向是做全球偏统一、具有普适性的内容。这是我们努力的方向，也是目前经验所得，但它不一定适用在其他产品身上。
This certainly depends on the specific product. The goals and demands of each project may differ. miHoYo is more familiar with creating globally unified content with universal appeal. It is the direction we strive for and based on our current experience, but it may not necessarily apply to other products.

**手游那点事：你们觉得一款成功的女性向产品需要具备哪些要素？
Mobile Game Affairs: What elements do you think a successful female-oriented product should have?**

其实不仅是女性向，一款产品想要做到比较优秀，一定是因为它的游戏内容能够满足大部分玩家的需求。如果这款产品可以给玩家带来情绪、情感、社交上的正向体验，那么它就会受到大家的喜爱。
In fact, it's not just limited to female-oriented games. For a product to be successful, it must be able to meet the needs of a majority of players with its gameplay content. If a product can provide players with positive experiences in terms of emotions, relationships, and social interactions, it will be loved by many.

过去的经验告诉我们，无论玩家来自什么样的地区或者文化背景，大家对于美好的、高品质事物的认知是趋同的。那么只要产品能够给到玩家正向体验，或者与玩家建立情感连接，它就是优秀的产品。
Past experience has shown us that regardless of players' regions or cultural backgrounds, there is a convergence in their recognition of beauty and high-quality elements. As long as a product can provide players with positive experiences or establish emotional connections with them, it is considered an excellent product.

从我们的角度看，如果一款产品能够获得玩家的认可，能让玩家沉浸其中感受到乐趣，并且这群忠实的玩家始终活跃在游戏里，那么我们会认为这是款不错的产品。
From our perspective, if a product can earn players' recognition, immerse them in the experience, and keep a dedicated group of players actively engaged in the game, we consider it to be a good product.

**手游那点事：你们下一步的规划是什么？
Mobile Game Affairs: What are your plans for the next step?**

不断前进才是米哈游的方向，希望随着团队的成长，不止是《未定》，我们还能够做出更多越来越好的、被玩家喜爱的优质游戏内容。
Continual progress is the direction for miHoYo. We hope that with the growth of our team, we can not only continue to improve and expand upon *Tears of Themis*, but also create more high-quality game content that is loved by players.