Global People 2020

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我们自己其实喜欢这种动漫宅这种文化的这样的一群人。每一次娱乐体验的升级其实都是来自于科技的发展，所以我们天生对科技就有很强的信仰。很多的人其实都没有见过我，也不知道我长的什么样子。他觉得老板会是什么样子，有一个形象就是一个光头，但脸上写了一个伟字。大家都觉得说，这个肯定是大伟哥.
We ourselves actually enjoy this kind of anime and otaku culture. Every upgrade in entertainment experience is essentially derived from the development of technology. Therefore, we naturally have a strong belief in technology. Many people have never seen me and don't know what I look like. They wonder what the boss would be like. There is an image of a bald head with the character "Wei" written on the face. Everyone thinks, "This must be Brother Wei."

> 开放世界游戏：
> 在业界并没有明确的定义，相对更线性和结构化的玩法而言，该游戏机制允许玩家在虚拟世界中探索，自由选择接近和完成目标的方式。
> Open-world game:
> In the industry, there is no clear definition. Compared to more linear and structured gameplay, this game mechanism allows players to explore and freely choose approaches and ways to accomplish objectives within the virtual world.
>
>

大家好，我是米哈游的创始人刘伟，玩家一般会叫我大伟哥。
Hello everyone, I am Liu Wei, the founder of miHoYo. Players usually call me Brother Wei.

《原神》我们是想做一个开放世界游戏，因为开放世界游戏能够给你提供很宏大的世界观，然后又能够给你提供自由度非常高的这种探索体验。确实会让人很有沉浸感。在我们2017年决定开始做的时候还是蛮有挑战的一件事情，尤其是移动平台是从来没有过的，因为我们看到过去的开放世界游戏大部分都是主机厂商做的，那这些主机厂商其实都是使用都是基本上自己的工作室特有的自研（游戏）引擎，有自己很完善的工具链，自己的研发管线也非常成熟，那其实这些东西我们都没有，所以对于我们来讲这个技术上其实是非常难的。那当然我们最终用了一个折中的方式，我们跟Unity 3D这个公司达成了一个合作，购买授权了它的全部的这个引擎的源代码，然后我们在它上面修改了这个引擎，最后把它能够适配成一个可以支持这个开放世界开发的这么一款引擎。所以这个肯定是第一个技术难度，第二个我觉得其实是比技术难度可能更大一点的难度，是整个游戏的设计难度，因为开放世界它是一个非常整体的体验。
In *Genshin Impact*, we wanted to create an open-world game because open-world games can provide a vast worldview and offer a high degree of freedom in exploration. It truly immerses players in the experience. When we decided to start working on it in 2017, it was quite challenging, especially since we aimed to develop it for mobile platforms, which had not been done before. Most open-world games in the past were developed by console manufacturers who had their own studios, proprietary game engines, sophisticated toolchains, and mature development pipelines. We didn't have any of those resources, so from a technical standpoint, it was very difficult for us. In the end, we took a compromise and reached a collaboration with Unity 3D. We purchased the full source code of their engine and modified it to create an engine that could support open-world development. This was undoubtedly the first technical challenge. The second challenge, which I believe is even greater than the technical one, is the design difficulty of the entire game. An open-world game is a holistic experience.

像我们《原神》到现在提供了大概20到30平方公里这么一个地块吧，这个地块上其实分布各种各样的，包括像一些采集物，一些任务，一些可以跟玩家互动的一些点，其实这些东西都是有机地结合在一起的，你不能生硬地把它拼在一起，否则它就像大家以前所诟病的，你的开放世界其实不是开放世界，只是你给玩家一千个任务列表，然后你把这一千个任务列表均匀地分布在这个地图上面，这其实不是开放世界，或者说这种任务式的开放世界其实并不是玩家想要的，所以这个过程中其实我们自己探索了很多，哪怕到今天我们也还在探索，这样的设计，怎么样去有机地结合在一起。
In *Genshin Impact*, we have provided a land area of approximately 20-30 square kilometers. On this land, various elements are distributed, including resource collection points, quests, and interactive points for players. These elements are organically combined. You cannot forcefully piece them together; otherwise, it would be like the criticized approach of giving players a thousand task lists and spreading them evenly on the map. This does not truly create an open world, nor is it what players desire. So throughout this process, we have explored many aspects, and even today, we are still exploring how to organically integrate these elements together.

我觉得能够打动人的会有这么几点。首先就是你真正给用户营造了一个非常非常鲜活、生动的世界。有的是技术上的细节，让你感受到；有的是通过我们很多人文的设计，让你感受到。就比如说，像我们蒙德城日暮时分的时候，这种灯火会渐次地去点亮，这时候会有人会来到教堂后面去祈祷。我觉得这些小的细节，你是能够看到这个蒙德城它是很鲜活的。其实，你去打动用户，最终还是靠的很多细节。
I believe there are several aspects that can truly move people. First of all, it is when you create a very vivid and lively world for the users. Some of it comes from the technical details that make you feel immersed, while others stem from our many humanistic designs that evoke emotions. For instance, in Mondstadt, during the sunset, the lights gradually illuminate, and people gather behind the church to pray. I think it's these small details that make Mondstadt come alive. Ultimately, to captivate users, it relies on paying attention to numerous details.

有一段非常精彩的剧情，叫做《群玉阁大战》。这时候你会看到，这些人为了守护这一方土地，守护这一方百姓的时候，他甚至愿意去做很大的牺牲。千岩军说：“我本来以为这是我的最后一战，我以为就要战死在这里了。但是因为有仙人的守护，我活下来了。”那接下来我们也会像仙人一样。
There is a very exciting plot called "Battle at the Jade Chamber". During this time, you will see that these people are willing to make great sacrifices to protect this land and its people. The Millelith soldier says, "I thought this would be my final battle, that I would die here. But because of the protection of the Adepti, I survived" So, from now on, we will also be like the Adepti.

去守护这里的百姓，他会觉得，就很有代入感。很有代入感，就很像自己所成长的这片土地的感觉。那这种其实人文精神，在这个游戏里面去表达的时候，其实不管是中国的用户还是全球的用户，他都会很感动，他都会觉得自己很燃的这种感觉。所以我觉得，这就是我们想给用户去传达的。
To protect the people here, he would feel a strong sense of immersion, as if he is deeply connected to the land where he grew up. This kind of human spirit, when expressed in the game, would touch and inspire not only Chinese players but also players worldwide. They would feel a sense of excitement and empowerment. That's what we want to convey to our users.

我们从2011年开始创业，做米哈游这家公司，一直就是希望说把我们自己觉得最美好的这种虚拟的互动体验去提供给玩家，能够打动他。比如说可能再过几年之后，这些喜欢《原神》的用户，他会觉得《原神》是真真正正陪伴了他们过去的这个工作和生活。有的人更愿意用他现实中的朋友或者真人去陪伴。那对于今天的我来讲，我大部分时间还是宁愿那些动漫角色或者游戏里面的角色去陪伴我，因为它会让我更轻松。这可能就是我们所谓比较宅的人可能更向往的世界吧。
We started our entrepreneurship in 2011 and established miHoYo as a company. Our goal has always been to provide players with the virtual interactive experiences that we believe are the best, capable of moving them. For example, in a few years, fans of *Genshin Impact* may feel that the game has truly accompanied them through their work and life. Some people prefer to be accompanied by their real-life friends or acquaintances. As for me today, I mostly prefer to be accompanied by anime characters or game characters because they make me feel more relaxed. This is perhaps the world that people like us, who are considered "otakus," aspire to.

## Notes

1. ↑ In the English localization of *Genshin Impact*, the line spoken by the Millelith soldier Fengyan is "I thought this battle would perhaps be my last. But thanks to the aid of the Adepti, our forces were not as badly battered as I feared we might be."