ClubhouseDB 2021 Bilibili Comments

This article contains AI-generated translation.

## 风鸣雪澪

如果蔡喵说出要整“崩坏神域”这种东西去应聘，估计就会被当个神经病丢出去。
但很可惜，就算应聘成功也无法实现，所以只好自己当老板去实现了 [Wonderful]
不过大伟哥还是单身，让我没想到。不愧是宅男的楷模，甚至还是白毛 [Hot Face]
If Cai Meow were to mention wanting to create something like *Honkai Online* during a job interview, they would probably be seen as a lunatic and quickly dismissed. However, it's a pity that even if they were to succeed in the job application, they wouldn't be able to bring it to fruition. That's why they have to become their own boss to make it happen. [Wonderful]
However, it's surprising that Brother Wei is still single. He truly lives up to the model of an otaku, even with his white hair. [Hot Face]

## 知冬半仙

我觉得蔡老板真的很酷，能在一群满脑子都是用户，收入，流水这种现实问题的游戏圈大佬面前很笃定地说“我们的理念没有变化，我们要做虚拟世界，崩坏神域，要做脑后插管”这种中二到我想想都觉得脸红的理想，作为一个中年人来说真的太他妈酷了
I think Boss Cai is really cool. In front of a group of gaming industry giants who are preoccupied with user base, revenue, and financial matters, he confidently states, "Our philosophy has not changed. We want to create a virtual world, *Honkai Online*, and achieve the concept of brain-computer interfaces." This kind of idealism, which is so "chuunibyou" that even thinking about it makes me blush, is truly badass for someone like me, who is in their middle age.

## 羁旅帰人

有两个头像格格不入的人，我不说是谁
There are two individuals whose avatars do not fit in, but I won't mention who they are.

## 贝尔•格雷尔斯

莉莉丝王信文和米哈游的蔡浩宇是这批人里讲的非常透彻的。一款游戏永远只能满足一部分玩家的需求，而不可能满足所有玩家，哪怕是腾讯的王者荣耀和吃鸡也是如此。所以在如此大的细分领域中，大家真正的面对面比拼的可能性还是很低的。你看莉莉丝，米哈游基本就不会有战略重叠的地方。其实你看米哈游和鹰角也一样，至少目前公布的续作根本不存在直接竞争。发挥自己的优势，将某一领域开发成功就好。
Lilith's Wang Xinwen and miHoYo's Cai Haoyu are the ones who have a very thorough understanding among this group of people. A game can only satisfy the needs of a portion of players, and it's impossible to please everyone, even for games like Tencent's *Honor of Kings* and *PlayerUnknown's Battlegrounds* (PUBG). Therefore, in such a highly specialized field, the likelihood of direct competition between companies is actually quite low. Take Lilith and miHoYo, for example, they have minimal strategic overlap. Similarly, if you look at miHoYo and Hypergryph, at least based on the announced sequels, there is no direct competition. The key is to leverage one's strengths and succeed in developing a specific field.

## Iso\_45

其实视频中关于内容游戏的认识分歧，是基于二次元游戏的特殊性产生的。
The differences in understanding about content games mentioned in the video are actually based on the uniqueness of two-dimensional games.

正如大伟哥所说的。类比冰与火之歌，原神的高留存率其实不是基于玩法，而是基于对未来更新的内容的期待。这和我们追番，追剧，追小说其实是一个概念。
As Brother Wei mentioned, let's take the comparison of *Game of Thrones* and the high player retention of *Genshin Impact*. It's not based on gameplay, but rather the anticipation for future content updates. This concept is similar to how we follow anime series, TV shows, and novels.

二次元游戏的核心是角色，是人物。你可能因为一个好看的人物，就去看完一整部番，玩一整部galgame，哪怕他们剧情很烂你还是可能因为对角色的喜爱而看下去。同理，哪怕二次元游戏根本不好玩，但你依然可能会因为角色而玩下去，因为玩法根本不是核心问题。
The core of two-dimensional games lies in the characters. You might watch an entire anime series or play a galgame just because of a visually appealing character, even if the story is not great. Similarly, even if a two-dimensional game is not particularly fun to play, you may continue playing it because of your love for the characters. Gameplay is not the main concern here.

如果把原神的战斗，养成，大世界探索全部剔除，只剩下人物和剧情，他就变成了一个galgame，他依旧可能会有不少人去玩，但不会有现在这么多，也不算是一个完整的游戏了（不得不提一句，galgame是否能定义为游戏是存在分歧的）换句话说，所谓二次元游戏只是结合了游戏玩法的一种galgame。
If we remove the combat, character development, and open-world exploration from *Genshin Impact* and only focus on the characters and story, it would become a galgame. It would still attract players, but not as many as it does now, and it wouldn't be considered a complete game (it's worth mentioning that there is a divergence in whether galgames can be defined as games). In other words, so-called two-dimensional games are a fusion of gameplay and galgame elements.

而传统的游戏的核心是什么呢？是玩法。这也就是分歧的核心。因为传统的游戏是以玩法为导向的，一款游戏首先得好玩，画面、角色，都不过是锦上添花。但是在二次元游戏这是反过来的，玩法才是次要的东西。这也就是为什么心动的老板认为玩法也是内容的一部分，因为传统的游戏中，玩法才是一切，提供玩法服务，就是提供内容。
On the other hand, the core of traditional games is gameplay. This is the crux of the divergence. In traditional games, gameplay is the focus, and visuals and characters are just icing on the cake. However, in two-dimensional games, it's the opposite—the gameplay becomes secondary. That's why Mr. Xindong believes that gameplay is also part of the content because in traditional games, gameplay is everything. Providing gameplay services is essentially providing content.

## bule-eagle

两个小时看完了，来总结一些我觉得有用的内容吧
I've finished watching it in two hours. Let me summarize some useful points I found.

首先是共存的理念，便是游戏行业能够快速发展，自身也能跟着发展是吃了时代的红利，是时代发展的必然，他们只是做的早，抓住了这个机会而已，但也不必妄自菲薄，能抓住机会开辟一片天地自是一番本事
Firstly, the concept of coexistence is that the rapid development of the gaming industry and the ability to grow with it are the result of seizing the opportunities presented by the era. It's not necessary to underestimate oneself; seizing an opportunity and carving out a niche is indeed a skill.

心动和莉莉丝，认为游戏要在玩法上做出差异化竞争，不停尝试各种玩法和游戏模式自然能够做出一款火爆市场的游戏，海外市场也很重要
Xindong and Lilith believe that differentiation in gameplay is essential for competitive games. Continuously exploring various gameplay mechanics and game modes can lead to the creation of a market-leading game. The overseas market is also crucial.

巨人网络，认为在竞技游戏中添加ai并不是一件坏事，实际上很多玩家根本不在乎对手是谁，重要的是游玩过程中得到的成就感，等未来对战数据收集越多，ai就能越完善，到时自能产生与人斗其乐无穷的效果，那么竞技游戏需要的玩家基数就能大大降低，可以得到更好的发展
Giant Network believes that adding AI in competitive games is not a bad thing. In fact, many players don't care about who their opponents are; what matters is the sense of achievement during the gameplay. As more data is collected in the future, AI can become more sophisticated, resulting in an enjoyable experience of competing against AI opponents. This, in turn, reduces the need for a large player base in competitive games and allows for better development.

大伟哥，浅谈了一下米哈游做游戏的理念，其中之一就是更在乎做好内容，寻求的是国外大厂游戏的工业化，能够快速高效的更新游戏内容，形成自身的二次元文化，以此吸引更多同好二次元的玩家，游戏内容的塑造是二次元游戏的重点，至少米哈游是这么觉得的
Brother Wei briefly discussed miHoYo's game development philosophy, emphasizing the focus on creating quality content. They aim to achieve industrialization similar to that of major foreign gaming companies, enabling rapid and efficient updates of game content. They seek to establish their own two-dimensional culture to attract more players who are fans of two-dimensional content. The shaping of game content is a key aspect two-dimensional games, at least according to miHoYo's perspective.

蔡浩宇，坦诚原神上线前自己的焦虑，原神是当时米哈游竭尽全力的最后一张底牌打出去的，他并没有太多的信心原神的内容能够爆火，即便爆火后他依旧对当今二次元群体的要求和用户群像的变化感到担忧，他已经三十多岁不再年轻，担心自己会与现在的二次元群体脱轨，做出来的内容无法满足群体目标，并再次强调自己更看重游戏内容，米哈游打造的美术和技术的护城河其实是其他游戏厂商后天学习就可以超越的
Cai Haoyu candidly shared his anxiety before the release of *Genshin Impact*. It was the last trump card miHoYo played with their full effort. He didn't have much confidence that the content of *Genshin Impact* would become a hit. Even after its success, he remained concerned about the changing preferences and demographics of the current two-dimensional community. In his thirties, he worried about potentially losing touch with the current two-dimensional community and creating content that fails to meet their expectations. He emphasized once again that he values game content more, stating that the defensive moat of miHoYo's art and technology can be surpassed by other game developers through subsequent learning.

然后是一段大佬们笑谈蔡浩宇过于谦虚，米哈游以主机3a的力度来打造一款手机游戏并大获成功是令整个游戏行业震惊的事情，把3a级游戏做进手机游戏里是国内外厂商都没想过的事情，并说米哈游很有远见，在13，14年电影行业的人开始挤破脑袋进游戏行业，一些国外大厂在华业务开始倒闭，3a游戏开发人员十分便宜的时候米哈游就开始搜罗相关人才了，米哈游可能是最早开始挖3a人才做手游的公司
There was also a segment where the industry veterans jokingly commented on Cai Haoyu's humility. They were amazed by miHoYo's success in creating a mobile game with the scale of a console AAA game, which surprised the entire gaming industry. The idea of bringing AAA-level games to mobile platforms was something that domestic and international game companies had not considered. They praised miHoYo for their foresight. They mentioned that in 2013-2014, people from the film industry started flocking to the gaming industry, and some foreign game companies began to collapse in the Chinese market. When AAA game developers were relatively inexpensive, miHoYo began to gather relevant talent to develop mobile games. They might be one of the earliest companies to recruit AAA talents for mobile game development.

期间一电动车老板疑似红酒喝高了的暴白进来一家家暴踩然后吹爆米哈游的游戏啊cg啊等等，大概意思是当年手机上出现崩三这种游戏就让他一个玩游戏不多（两款）的人很惊艳，一片混乱又被抬出去了
During this segment, a boss from the electric vehicle industry, who seemed to be intoxicated, made some candid and exaggerated comments, praising miHoYo's games, CG, and more. He was impressed by the game *Honkai Impact 3rd* when it was released on mobile devices, even though he himself doesn't play games much (only two games). The conversation became chaotic and then moved on to other topics.

## 衣玖ちゃん

总结下蔡浩宇的观点就是：我们做二次元游戏，因为我们自己就喜欢二次元，我们身边同学很多人也喜欢二次元，所以我相信做二次元能养活我们。同理，作为玩家，我希望能实现刀剑神域那样的世界，我相信很多人也这么希望，我愿意进入那样的世界，肯定很多玩家也会愿意，所以不用曲线救国，朝着这个目标，比别人走的更快更远，那就永远不会错。
In summary, Cai Haoyu's viewpoint can be summarized as follows: We develop two-dimensional games because we ourselves enjoy two-dimensional content, and many of our classmates also have a liking for two-dimensional. Therefore, I believe that creating two-dimensional games can sustain us. Similarly, as a player, I hope to experience a world like *Sword Art Online*, and I believe many others share this desire. If I'm willing to enter such a world, surely many players would be willing too. So, there's no need to take a roundabout approach. We should aim for this goal, strive to reach it faster and farther than others, and we will never go wrong.

从这点来说，随着米哈游接下来的作品越来越接近崩坏神域，它们也会越来越成功。因为那个最终的形态是全世界所有玩家都无法抗拒的梦想。接近到一定程度之后，作品的魅力就会超越品类，比如说超越二次元。很多不是二次元受众的玩家成为原神受众我想就在于此。
From this perspective, as miHoYo's upcoming works become more and more similar to *Honkai Online*, they will also become increasingly successful. This is because the ultimate form of such a game is a dream that all players worldwide cannot resist. When it reaches a certain level of closeness, the allure of the game will surpass its genre, transcending even the two-dimensional realm. I believe this is why many players who aren't originally two-dimensional enthusiasts became fans of *Genshin Impact*.

而蔡喵担心随着年龄增大，他会脱离玩家审美，其实也是所有内容创作者共同的恐惧。不限于游戏，包括电影，动画，up主，主播都是如此。当你是一个观众时，你知道你喜欢看什么样的作品，照着去做就行了。但是你可能因为没有技术，做不好。然后你入行，提升自己，学习了技术，技巧，学会分析数据指导自己。等你回过头来，这些东西已经把你填满了，你无法再把自己摆到观众的身份上，单纯的去感受自己喜欢什么样的作品了。前面发言上来就是吸量和留存的那些，就已经完全完成这种转化了，他们在看游戏也只是通过数据去分析玩家喜好的趋势。所以前面举例说他们留存低怀疑是不是没满足玩家的喜好，结果对游戏这改那改总是没有起色。
只有少数的天才创作者，才能跨越这一步，既保留自己的技术，技巧，和分析数据的能力作为工具，同时仅仅只是作为工具。比如说宫崎老贼，他做游戏绝对不是从mau和dau开始考虑的，而是从一个vision，从这个游戏在他的理想中应该是什么样子开始构建。
As for Cai Haoyu's worry about growing older and losing touch with players' aesthetic preferences, it is a common fear shared by all content creators. This is not limited to games but also applies to movies, animations, YouTubers, and streamers. When you're an audience member, you know what kind of content you enjoy, so you can create based on that. However, you may lack the technical skills to execute it well. When you enter the industry, improve yourself, acquire technical knowledge and skills, and learn to analyze data to guide your work, you may find that these things consume you, and you can no longer view yourself purely as an audience member, simply experiencing what you personally enjoy. The previous speakers who focused on user acquisition and retention have already completed this transformation. They analyze player preferences based on data when playing games. So, when they mentioned low retention and suspected that they didn't meet players' preferences, they kept making changes to the game without achieving noticeable improvement.

Only a few talented creators can transcend this step, preserving their technical skills, knowledge, and data analysis abilities as tools while simultaneously being able to detach themselves from those tools. For example, Hayao Miyazaki, when creating games, does not start by considering metrics such as MAU (Monthly Active Users) and DAU (Daily Active Users). Instead, he begins with a vision, constructing the game based on how it should be in his ideal world.

## 沉寂家的小蛋挞

这个录音听完我感触最深的是，一群原本成天想着怎么从腾讯嘴里分一杯羹的行业大佬们，在看到大伟哥和蔡喵用实际行动踩出一条“内容为王”的新道路后，没有一家公司有要学习的意思，做竞技的还是接着做竞技，捞海外的还是接着捞海外，做社交的还是做社交，腾讯还是继续加大力度砸钱押宝，就这样一群人却一致地把矛头指向了行业里难得的后起之秀，就很悲哀。
After listening to this recording, what struck me the most is that a group of industry leaders who used to constantly think about how to get a piece of the pie from Tencent, upon witnessing the practical actions taken by Brother Wei and Cai Meow to pave the way for the principle of "content is king," not a single company showed any intention to learn from them. The companies focused on esports continued to do so, those chasing the overseas market continued to do so, and those in the social media space continued to do so. Tencent continued to pour more money and make big bets. It's quite disheartening to see this group of people unanimously directing their criticism towards one of the rare rising stars in the industry.

## 但愿人怅乆丶

感觉大伟哥他们和其他老板聊天切入点都完全不同，上上一个爆点是moba，上一个是吃鸡类，大伟哥想的是下一个爆点会是什么呢，结果别人接了一句对标wzry，对标吃鸡。。。。怎么说呢，就很能感觉出来商人和游戏制作者的区别吧，感觉米忽悠想的是不断的去做出游戏，不断的积累，然后以此做出终极梦想崩坏神域，但其他很多公司想的是wzry和吃鸡是目前手游里收入最稳定且最高的游戏，怎么才能在对标这俩。。。。。。在座的基本可以说是国内游戏公司顶梁住的三分之二了，除了那俩二次元头像，居然没多少人是从游戏制作者的身份出发交流的，不难理解为什么换皮游戏被骂的这么惨但还有那么多厂家趋之若鹜了
It feels like Brother Wei and the other bosses had completely different perspectives during their conversations. The previous hot topics were MOBAs and battle royale games, and Brother Wei was contemplating what the next big trend would be. However, others simply responded with comparisons to games like *Honor of Kings* or battle royale games. It's quite evident that there is a difference between businessmen and game developers. It seems that miHoYo's mindset is focused on continuously creating games, accumulating experience, and ultimately realizing their ultimate dream, *Honkai Online*. On the other hand, many other companies are primarily concerned with how to compete with games like *Honor of Kings* and battle royale games, which are currently the most stable and highest-grossing titles in the mobile gaming industry. It's interesting to note that among the people present, who are essentially representatives of two-thirds of domestic gaming companies, aside from those two with two-dimensional-style avatars, there aren't many individuals approaching the discussion from the perspective of game developers. It's not difficult to understand why reskinned games receive severe criticism but still attract many manufacturers seeking quick success.

## 星龙九霄

越了解米忽悠越喜欢……虽然很多时候各种节奏大乱斗 [Laugh-Cry]
The more I understand miHoYo, the more I like them... even though they often create various chaotic situations. [Laugh-Cry]

现在算是明白，其实我喜欢的是三巨头——这些梦想家。将来三巨头退位后，可能就会淡去长时间追一个游戏七八年这样的劲头了吧
Now I realize that what I truly admire are the three giants—these dreamers. In the future, when the three giants step down, perhaps the enthusiasm for dedicating several years to a single game will fade away.

## 秋思物语

能看出老板们想法。
You can see the different mindsets of the bosses.

米忽悠思考的是怎么把内容——商品质量做好。
miHoYo focuses on how to deliver quality content as a product.

一些厂商思考的是怎么做的服务漂亮，内容并不是中心。
Some companies, on the other hand, focus on providing impressive services, with content not being the central focus.

某个老板把内容归类为服务里面，进行偷换概念了。因为游戏的内容是商品本身，服务是厂商给的附加值，不能等同。这也是老厂商跟新厂商的想法差异。
One boss categorizes content as part of the service, which is a concept substitution. Game content is the actual product, while services are the additional value provided by the company. These differences in thinking represent the distinction between old and new companies.

## 丧心病狂的咸鱼号

这么看米哈游三巨头还挺离谱的
Looking at the miHoYo's three giants from this perspective, they do have unique characteristics:

蔡：中年仍旧执着追梦，且有技术实力，属于二次元中常出现的那种平时中二但有事时实力极强的上司（前辈）角色；
Cai: He is persistent in pursuing his dreams even in middle age, and he possesses technical expertise. He fits the role of a boss (senior) who is often seen in the world of anime and manga, someone who may seem eccentric in daily life but possesses incredible strength when it matters.

大伟哥：不结婚不生子，没别的兴趣爱好（或者起码是没几个），一门心思为目标前进（且有实力），这但凡目标黑暗点那就是各类故事中经典的上进反派角色，能给主角团带来大麻烦且人气还不会低的那种；
Brother Wei: He doesn't marry or have children, and he doesn't seem to have many other interests or hobbies. He is single-mindedly focused on his goals and has the ability to back it up. In darker scenarios, he could be seen as a classic ambitious antagonist in various stories, capable of bringing significant trouble to the protagonist's group while maintaining high popularity.

罗：三巨头最神秘的一个，却在未定里性转了，这本身啥也不类比直接放二次元里也是个有趣的设定（最神秘却又有性转形象的组织巨头）[Tears of Joy]
Luo: The most mysterious of the three giants, and in *Tears of Themis*, he undergoes a gender transformation. This itself is an interesting concept, to have a character who is both mysterious and undergoes a gender transformation, fitting perfectly into the realm of anime and manga.

## 西洛卡内洛滋

蔡浩宇忘了初心了！mhy创始人忘记初心了！他以前都是EVA的！现在成可莉了！
Cai Haoyu has forgotten his original intention! The founder of miHoYo has forgotten his original intention! He used to be all about *Evangelion*! Now he's all about Klee!

## 保龄球超人

我发现一群人像投资人一样在聊数据，大伟哥像个憨憨，上来一个守正，不得不说大伟哥听得出来人品很正
I noticed a group of people talking about data like investors. Brother Wei seems naive, and there was one person who stuck to his principles. I must say, Brother Wei has a good character.

## 盐菜炒鱿鱼

一想到现在还不断有人指指点点教米哈游做游戏就更有意思了
It becomes even more interesting when I think about how there are always people giving advice and opinions on how miHoYo should make games.

## Lotusii

看来米哈游自己也很明白，大伟哥也自己说了自己的优势在于美术和框架技术上，而在核心玩法上却很“保守”
It seems that miHoYo themselves are well aware of this. Brother Wei has also mentioned that their strengths lie in art and framework technology, while they tend to be more "conservative" in core gameplay.

## villamoon

中间有很长一段各位制作人都在争论“何谓内容”。听完录音我的体会是，大多数都更倾向于把内容打包，二次元换皮做游戏，核心还是老一套；而mhy是用游戏的皮来做内容，用游戏的形式来创建一个二次元虚拟世界。我想这正是他们鸡同鸭讲的根本原因。
There was a long debate among the producers about "what constitutes content." After listening to the recording, my understanding is that the majority lean towards packaging content, making games with an anime-style appearance but sticking to the same old formula. On the other hand, miHoYo uses the game itself as the content and creates a virtual world in an anime-style format. I believe this is the fundamental reason for their differences in opinion

国内内容创作长久以来不受重视，不仅仅在游戏行业是这样，影视行业、文字出版都一样。从这个角度说，mhy的创始人真的相当“复古”。他们一直强调内容，但其他制作人显然不信，关注点更多还是在“开放世界”，并把这当做新时代财富密码。不能说算错，但只能说对一半，对一半还不如全不对 [doge]。
Content creation in China has long been undervalued, not only in the gaming industry but also in the film, television, and publishing industries. From this perspective, miHoYo's founders are quite "retro." They have always emphasized content, but other producers clearly don't believe in it. Their focus is more on "open world" and they see it as the key to success in the new era. It's not entirely wrong, but it's also not entirely right. [Doge]

但mhy的理念对大公司来说不是没有借鉴意义，录音里有制作人也说过了，开放世界的技术其实不是难点，会越来越多越来越容易，但能让人留下的世界在哪里？这就是大公司手握知名ip的优势所在，如果大公司愿意巨资认真打造围绕知名ip的开放世界游戏，不是没有打倒mhy的可能。[嗑瓜子]
However, miHoYo's philosophy does have some lessons for large companies. As mentioned by one of the producers in the recording, the technology for open world games is not the difficult part and will only become more abundant and easier. But where is the world that truly captivates people? This is where large companies with well-known IPs have the advantage. If these companies are willing to invest heavily in creating open world games centered around popular IPs, there is a possibility of competing with miHoYo. [Eating Melon]

可是看看这2年相关竞品，也就一个快凉了的剧情世界观稀烂的塔塔，其他不是只有pv饼就是查无此人，或者手握国外知名ip做换皮手游 [微笑]……
However, looking at the competing products from the past two years, there is only one that is struggling, with a poorly executed narrative and world-building. The others either have flashy trailers but no actual substance or they are mobile games that simply use well-known foreign IPs as skins.

## 吃CPU的喵酱

听了这么久，米哈游的老蔡说了一句：米哈游的创立就是为了创造虚拟世界崩坏宇宙，原神和崩坏系列的成功都只是服务我的理想，只要老子还是实际控制人就不会变[滑稽]我只能说牛逼了我的哥，感觉米哈游成为一个成功的商业游戏公司真是一个意外、核心价值一直没有变过
After listening for so long, Mr. Cai from miHoYo said one thing: the founding of miHoYo was to create the virtual world of the Honkai Universe. The success of *Genshin Impact* and the *Honkai* series is only to serve my ideal. As long as I am still in control, I will not change [laughs]. I can only say my goodness, miHoYo has become a successful commercial game company, which is quite unexpected. The core values have never changed.

## 啮齿类十一

这些老板只看到了原神的成功 分析出来美术技术剧情什么的棒 但是他们没理解驱动力在哪 就比如崩三 六年来各种危机事件发生 搁别人家早就停服换项目了 但是为啥还有一次次的回春？再比如原神为啥投入这么多资源 还有四年时间 四年中其他一批批手游开关服都完了？就算你腾讯网易和他同样的人力资源 但是你们不舍得花时间 而且也不一定能做出下一个原神 因为他们首先是要做一个极致内容 一个开发的人自己觉得有意思的内容 所以崩三还在更新剧情 一更就是一波回坑 原神也在磨地图 还放手给新团队 诞生了独特的绝区零。你用户导向和作品导向是出发点就对立的 就像很多人说米哈游就是在提纯洗粉 这没错 他只吸引看对眼的人 而不是去服务人 不是做一些猜大家会喜欢的东西然后往里面填个性 而是先确定个性再把后面的服务方面的属性交给后期包装的人员。
These bosses only see the success of *Genshin Impact* and analyze that the art, technology, and story are excellent. But they don't understand where the driving force lies. Take *Honkai Impact 3rd*, for example. Various crises have occurred in the past six years. If it were any other company, they would have stopped the service and switched to a new project. But why does it keep reviving time and time again? And why did *Genshin Impact* invest so many resources and four years of development, while other batches of mobile games came and went? Even if you have the same manpower and resources as Tencent and NetEase, you are unwilling to spend the time, and it's not guaranteed that you can create the next *Genshin Impact*. Because miHoYo's priority is to create exceptional content, content that the developers themselves find interesting. That's why *Honkai Impact 3rd* continues to update its story, attracting players back with each update, and *Genshin Impact* is constantly refining its map and entrusting it to a new team, resulting in the unique *Zenless Zone Zero*. Your user orientation and work orientation are inherently contradictory. Many people say that miHoYo is just purifying and catering to existing fans, and that's not wrong. They only attract people who share the same vision, rather than trying to please everyone by guessing what they might like and incorporating it into the game. Instead, they first establish the unique personality of the game and then rely on the packaging team for the service aspects.

熵月
--

我觉得这几个老板一开始就说要做出“超越”原神的游戏来教大伟哥“做人”。但是说来说去他们目前的项目多是电子竞技类和休闲类游戏，完全和原神不是一个类型，就算是传播度和收入能超过原神，但是也不能所谓教大伟哥“做人”.做出超越原神的二次元开放世界RPG游戏才行。
I feel that these bosses initially said they wanted to create games that "surpass" *Genshin Impact* to teach Brother Wei a lesson. But when you look at their current projects, most of them are in the genres of e-sports and casual games, which are completely different from *Genshin Impact*. Even if they achieve higher popularity and revenue than *Genshin Impact*, it still doesn't mean they can truly teach Brother Wei a lesson. To truly surpass *Genshin Impact*, they need to create a two-dimensional open-world RPG.

## leere-

米哈游不愧是二次元游戏公司，之前在知乎上面看到有人说原神游戏性不行的时候我就说过，二次元游戏的核心是厨力而不是游戏性，他要做的是一个你喜欢的角色与剧情，甚至连剧情都是为了让你喜欢上这个角色，要说游戏性FGO怎么还有人玩啊，不都是为了角色嘛
miHoYo truly lives up to being an anime game company. When I saw someone on Zhihu saying that *Genshin Impact* lacks gameplay, I already mentioned that the core of an anime game is not gameplay but the appeal of the characters. What they aim to create is a game where you love the characters and the storyline, to the point where even the storyline is designed to make you fall in love with the characters. Speaking of gameplay, why do people still play *Fate/Grand Order*? It's all for the sake of the characters, right?

## 船King

原来大伟哥真没结婚啊，果然，女人只会影响事业
So Brother Wei is actually not married, as expected. It seems that women can only affect one's career, right?

## 中原-上单

全程看完了，个人感觉莉莉丝和米哈游的老板更像游戏制作者，其他老板更像“商人”，当然，要是我能做到这一步我也当“商人”，这没有高下之分
After watching the whole thing, I personally feel that bosses of Lilith Games and miHoYo are more like game creators, while the other bosses seem more like "businessmen." Of course, if I could achieve this level, I would also be a "businessman." There is no distinction between high and low in this regard.

## 种花家的洛汐

像我这种精神一直活在虚拟世界的人，最需要的就是米哈游。我会一直默默支持下去的。
As someone who constantly lives in the virtual world like me, what I need the most is miHoYo. I will continue to silently support it.

## 唯爱花たん

老实说即使是我这样高浓度的mhy粉丝，当时听说蔡喵口出狂言要做崩坏神域，真正的元宇宙的时候我只会认为他们在做梦，场面话罢了。直到今天看到了这全程对话，了解了是怎样的情境，自认听到了老蔡的心态与决心，不得不承认，即使希望渺茫，但这份心意是真的
To be honest, even as a dedicated miHoYo fan like me, when I heard about Cai Meow's ambitious statement to create *Honkai Online*, the true metaverse, I thought they were just dreaming and speaking in grandiose terms. It wasn't until today, after witnessing this entire conversation and understanding the context, that I realized Cai's mindset and determination. I have to admit that, despite the slim chances, this sincerity is genuine.

## 蜗牛Ideolog

业内人士的分享质量都很高，每个人都提出了自己的行业理解，显露出中国游戏行业深耕多年的底力。遗憾的是听众（玩家）大多难以与制作人理解和共情，只想着把完整的游戏产业生态分成米哈游和其他，这实在无助于理解行业……别的不说，不谈玩法数据留存的游戏公司，真的大多数都死了。国内目前仍然不是一个对独立游戏友好的生态。
The industry insiders' sharing had a high quality, with each person presenting their own understanding of the industry, showcasing the deep-rooted strength of the Chinese gaming industry after years of cultivation. Unfortunately, most of the audience (players) find it difficult to understand and empathize with the game developers, and they only think of dividing the complete game industry ecosystem into miHoYo and others, which does not contribute to understanding the industry... Leaving aside discussions about game companies that focus solely on gameplay data and player retention, it's true that the majority of them have failed. Currently, China is still not a friendly ecosystem for independent games.

mhy有mhy的愿景和定位，腾讯也有他的愿景和定位，而且以它的行业地位和发展路径，“打造国际领先的游戏工业能力”恰恰是它的最优选择甚至可以说是义务，这不是一个简单的抄字能够回答的。
miHoYo has its own vision and positioning, while Tencent also has its own vision and positioning. Given its industry status and development path, "building internationally leading game industrial capabilities" is precisely its optimal choice, and it can even be seen as its obligation. This is not a question that can be simply answered by copying words.

## b2cdm

心动在做服务，莉莉丝在做玩法，tx在提高生产力准备抓住下一个风口，mhy在准备做崩坏神域
Xindong is focused on providing services, Lilith is working on gameplay, Tencent is preparing to enhance productivity and seize the next opportunity, while miHoYo is preparing to create *Honkai Online*.

## marshia

感觉大伟哥和蔡喵发言感觉跟别的老板都不一样。大伟哥说上海游戏业发展好是因为大家愿意去做内容“守正”；米哈游的生存之道就是不断更新、迭代内容。蔡喵说我们的理想是做崩坏神域，做原神觉得前景好能赚钱只是一方面，主要还是因为开放世界是已他们现有技术能力最接近理想的必经之路，愿意支持各种软硬件产业链去接近理想。真的是说到做到
Brother Wei and Cai Meow's statements feel different from other bosses. Brother Wei mentioned that the game industry in Shanghai has flourished because everyone is willing to focus on creating content. miHoYo's way of survival is through continuous updates and iteration of content. Cai Meow expressed that their ideal is to create *Honkai Online*, and while making money with *Genshin Impact* is one aspect, the main reason is that an open-world game aligns closely with their existing technological capabilities and is a necessary path to realize their ideals. They are willing to support various software and hardware industries to approach their vision. They truly practice what they preach.