Maqiu Flash Game Development Competition 2010

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首届麻球Flash游戏开发大赛日前揭晓，上海交通大学研二学生蔡浩宇独立创作的《娑婆物语》一举夺得了大赛校园组冠军以及英特尔特别奖，分获3万元现金奖励以及价值1万元的英特尔等值开发用机。
The first Maqiu Flash Game Development Contest recently announced its winners. Cai Haoyu, a second-year graduate student from Shanghai Jiao Tong University, won the championship in the campus group with his independent creation, *Legend of Saha*. He also received the Intel Special Prize, earning a cash reward of 30,000 yuan and an Intel development machine worth 10,000 yuan.

蔡浩宇本人自称是ACG(Anime、 Comic、 Game)狂热份子，笃信技术可以拯救世界，致力于萌化游戏及相关产品创作。独立开发的游戏引擎、从自己创作的同人小说中改编的游戏脚本——作品《娑婆物语》在得到玩家好评的同时，也征服了评委。Adobe中国的专业评委认为这款作品“将斜45度引擎用的相当不错”。
Cai Haoyu himself claims to be an avid fan of ACG (Anime, Comic, Game) and firmly believes that technology can save the world. He is dedicated to creating moe-themed games and related products. His independently developed game engine and game script adapted from his original fan fiction work, *Legend of Saha*, received praise from both players and judges. Professional judges from Adobe China commented that this work "utilizes the 45-degree engine quite well."

蔡浩宇对此次获奖相当高兴。这个以成为“游戏制作人”为目标的年轻人，希望未来可以在地铁里听见别人都在谈论他的游戏，也对游戏是否能够“市场化”开始了自己的思考。参加这次大赛对他来说，最大的意义不在于奖金多少，而是可以通过商业化的比赛，看到“游戏真正成为产品，也更好地认识如何去做游戏设计开发这件事”。
Cai Haoyu is delighted about winning the award. As a young individual with the goal of becoming a "game producer," he hopes that in the future, he will hear others discussing his game while riding the subway. He has also started contemplating whether the game can be "marketized." Participating in this competition holds greater significance for him than just the prize money. It provides him with an opportunity to see games truly become products through a commercialized competition and gain a better understanding of how to approach game design and development.

虽然7月份才认识麻球游戏，但他对麻球游戏充满期待，认为麻球游戏的运营模式对于小游戏产业来说将是革命性的转变，“它使得整个产业链从上游到下游都可以获得利益，对于国内很多开发者来说更是近似零的突破。”
Although Maqiu Games was only discovered in July, he is filled with anticipation for it. He believes that Maqiu Games' operational model will bring about a revolutionary change for the small game industry. "It enables the entire industry chain, from upstream to downstream, to benefit, and it represents a breakthrough that is close to zero for many developers in China."

以下为访谈实录——
The following is the transcript of the interview:

问：参赛作品《娑婆物语》得到了很多人的喜爱，能否介绍一下它的灵感来源？我们还注意到你上传了过关视频？
Question: The entry *Legend of Saha* has gained a lot of popularity. Could you please introduce its source of inspiration? We also noticed that you uploaded a video of clearing the game level.

答：萌发开发《娑婆物语》的念头是从2009年开始的，我本人是一个超级ACG(动漫、漫画、游戏)Fan，这份热情从初中开始一直燃烧到现在，并且还将持续下去。最重要的是比起单纯的赏玩，我更热衷于享受创作的快乐。所以从高中开始，我就决心要做自己的动漫和游戏。这些年来，除了配乐，从漫画到CG到轻小说再到游戏的开发我都尝试过，特别是进入交大后随着对计算机专业知识的学习，更让我觉得距离梦想又更近了一步。
Answer: The idea of developing *Legend of Saha* emerged in 2009. I myself am a huge fan of ACG and this passion has been burning since middle school and continues to this day. What's most important is that, rather than simply enjoying them, I am more enthusiastic about the joy of creating. So, since high school, I have been determined to create my own anime and games. Over the years, I have tried various aspects, from music composition to manga, computer graphics, light novels, and game development. Especially after entering Shanghai Jiao Tong University and studying computer science, I felt that I was one step closer to my dream.

2009年的冬天，我在写一个原创轻小说叫《格物末世录》，讲的是一些漂泊于轮回之外，怀有强烈愿望，无法转生的女孩子们的故事。同时那个时候正在开发自己的Flash游戏引擎MisatoEngine，于是就想到用这个引擎，把《格物末世录》改编为一款RPG游戏。不过做RPG游戏绝对不是一件简单的工程，需要很多的资源和人力，这项工作一直持续到现在，还在不断的开发中。
In the winter of 2009, I was writing an original light novel called *Investigation: Eschaton Records*. It tells the stories of girls who wander outside the cycle of reincarnation, carrying strong desires but unable to be reborn. At the same time, I was developing my own Flash game engine called Misato Engine. So I had the idea of using this engine to adapt *Investigation: Eschaton Records* into an RPG game. However, making an RPG game is definitely not a simple task; it requires a lot of resources and manpower. This project has been ongoing since then and is still in continuous development.

今年7月在Flash开发者大会上听到了麻球游戏的主题演讲，作为一个独立游戏开发者，很受鼓舞。于是计划在原本的RPG游戏项目上开一个分支，做成一个小游戏发布到麻球上。最终我节选了《格物末世录》中弥生奈奈月的故事，做成了动作闯关游戏《娑婆物语》，并如愿参加了麻球大赛。这些转变过程，都可以在我的开发博客上看到。
This July, I attended the Flash Developer Conference and was inspired by the keynote speech on Maqiu Games. As an independent game developer, I felt encouraged. As a result, I planned to create a spin-off from my original RPG game project and develop it into a small game to be released on Maqiu Games. Eventually, I selected the story of Yayoi Nanatsuki from *Investigation: Eschaton Records* and developed it into an action-adventure game called *Legend of Saha*, fulfilling my aspiration to participate in the Maqiu Game Contest. You can find the details of these transformations on my development blog.

过关视频是我在电脑上玩游戏时，利用截屏软件实时录制的游戏视频。主要是为了帮助玩家通关，了解游戏，同时也是考虑做视频宣传用使用。因为很多游戏比赛，都有同时上传游戏与宣传视频的传统。
The gameplay videos are recordings of me playing the game on my computer using screen capture software in real-time. The main purpose is to assist players in clearing the levels and to provide a better understanding of the game. Additionally, I consider using these videos for promotional purposes. Many game competitions encourage participants to upload both gameplay and promotional videos.

问：你从何时开始进行Flash游戏开发？为什么会喜欢Flash开发？目前做了多少款戏了？
Question: When did you start developing Flash games? Why do you enjoy Flash development? How many games have you made so far?

答：从初中时就开始接触Flash开发了，不过当时还是ActionScript1.0，编程API太有限了。后来，AS2.0出了之后，就开始做了一些互动游戏。直到AS3.0发布后，才开始尝试做真正的游戏。
Answer: I started getting into Flash development during middle school, although back then it was using ActionScript 1.0, which had limited programming APIs (Application Programming Interfaces). Later on, when ActionScript 2.0 was released, I began creating some interactive games. It wasn't until ActionScript 3.0 was introduced that I started to venture into making more substantial games.

因为热爱游戏到无法从玩游戏中得到满足，所以开始创作游戏。Flash为小游戏开发提供了方便的开发环境，开发效率也相对较高。更重要的是，做Flash网页游戏有着方便的分享与发布途径，做出的游戏更容易被玩家玩到。
Because I had a passion for games that couldn't be satisfied by simply playing them, I started creating games myself. Flash provided a convenient development environment for small games, with relatively high development efficiency. What's even more important is that creating Flash web games offers convenient ways to share and publish them, making it easier for players to access and play the games I create.

目前自行开发过的游戏有《坦克大战》、《贪吃蛇》。在公司实习期间也参与开发过几个游戏。独立开发并计划发布的有《细菌道》和《娑婆物语》。
The games I have developed so far on my own are *Tank Battle* and *Glutton Snake*. During my internship at the company, I also participated in the development of several games. As for independent development, I have planned to release *Bacterial Path* and *Legend of Saha*.

问： 能否介绍一下自己，最近的一些作品情况？偏好哪一类游戏的开发？
Question: Could you please introduce yourself and provide some information about your recent works? What type of games do you prefer to develop?

答：目前就读于上海交通大学，计算机系研究生。2009年，贯彻开源精神创立了基于Flash的开源文学网站Freewriting.cn，致力于同人作品的共同创作。同年10月与队友一同参加中科院计算所第二届技术创新大赛暨“中科张江杯”青年技术创新大赛，获得银奖(总第三名)以及相应启动资金，获奖项目为基于Flash的插件式网络游戏平台。
Answer: I am currently studying at Shanghai Jiao Tong University, pursuing my master's degree in Computer Science. In 2009, I founded an open-source literary website called Freewriting.cn, which is based on Flash technology. The website aims to promote collaborative creation of fan works. In October of the same year, I participated in the Second Technical Innovation Contest of the Institute of Computing, Chinese Academy of Sciences, and the "Zhangjiang Cup" Youth Technical Innovation Contest as a team member. We won the Silver Award (third place overall) and received corresponding startup funding. Our award-winning project was a plugin-based online game platform built on Flash technology.

2010年，开始独立开发基于Flash的2.5D的Isometric游戏引擎MisatoEngine。引擎有独立的3D物理引擎支持，可以实现高效的渲染与复杂的物理特性。这次得奖的《娑婆物语》就是用这个游戏引擎开发。
In 2010, I began independent development of the Misato Engine, a 2.5D isometric game engine based on Flash technology. The engine includes a standalone 3D physics engine that enables efficient rendering and complex physical features. The award-winning game *Legend of Saha* was developed using this game engine.

最近在升级Misato引擎，同时开发一款美少女射击类游戏，开发项目代号Girls Guns NPCs，这是一款ACG风格的2.5D动作角色扮演射击类游戏，有着刺激的玩法与细腻的剧情。
Recently, I have been upgrading Misato Engine while simultaneously developing a beauty girl shooting game with the project codename *Girls Guns NPCs*. It is a 2.5D action role-playing shooting game with an ACG style, offering exciting gameplay and intricate storyline.

个人偏好开发ACG风格的RPG游戏。我觉得，游戏的玩法确实是一款游戏的核心，但是游戏作为一个文化产品能够承载更多的东西。或许一款好玩的游戏可以让玩家爽快一时，但是要想成为经典留在玩家心中，需要的远不止这些。而日系RPG游戏，其个性鲜明的人物，细腻的剧情，丰富的世界观，这些都更能够打动玩家的内心。
I prefer developing ACG-style RPG games. I believe that gameplay is indeed the core of a game, but as a cultural product, a game can encompass much more. While an enjoyable game can provide immediate satisfaction to players, to become a classic and leave a lasting impression, it requires more than just that. Japanese-style RPG games, with their distinct characters, intricate storyline, and rich world-building, have the ability to deeply resonate with players' hearts.

问：作为在校学生，是否有志于未来从事游戏开发？对自己的未来规划如何？
Question: As a current student, do you aspire to pursue a career in game development in the future? How do you plan for your future?

答：如果说能够在拥挤的地铁车厢内听到有人讨论我的游戏是我的梦想，开发出成功的商业游戏是我的追求，那么成为一个真正的游戏监督或游戏制作人就是一个明确的目标。
Answer: If hearing people discussing my game in a crowded subway car is my dream and developing a successful commercial game is my pursuit, then becoming a true game director or game producer is a definite goal for me.

在毕业前的自由时光，我希望能努力开发出一款好的游戏。毕业后，如果有可能，很希望能够拥有自己的游戏开发工作室，并且能够开发游戏来养活大家。如果积累的还不够，会先去著名的游戏公司，比如盛大，从一名普通的Flash Developer或者Level Designer做起，开始自己的职业道路。
During the free time before graduation, I hope to dedicate myself to developing a great game. After graduation, if possible, I really wish to have my own game development studio and be able to develop games to support everyone. If the accumulated experience is not sufficient, I will first seek opportunities at renowned game companies like Shanda, starting as a regular Flash developer or level designer, and begin my professional career.

同时还是会一如既往的利用业余时间，开发各种自己喜欢并且大家也喜欢的小游戏。不断的寻找各种资源与机会，直到有一天能够做上自己的游戏的。
At the same time, I will continue to utilize my spare time to develop various games that I enjoy and that others will also appreciate. I will continuously seek resources and opportunities until the day comes when I can create my own game.

问：觉得目前进行小游戏开发遇到的最大问题是什么？
Question: What do you think is the biggest challenge currently faced in mini game development?

答：我觉得与Console Game，PC Game，Mobile Game比起来，小游戏并不是一个对技术与资源要求很高的游戏类型。所以，开发上一般不会有太大的问题。真正的困难在于对市场需求的把握，盈利模式以及对成本与收益的平衡。
Answer: I believe that compared to console games, computer games, and mobile games, small games do not require high technical expertise and resources. Therefore, there are generally no major issues in development. The real challenge lies in understanding market demands, finding profitable models, and striking a balance between costs and revenue.

虽然不排除很多开发者是单纯因为个人兴趣和喜好来开发游戏的。但是，更多的人还是希望能够从小游戏开发中获取收益的，对于持久的开发来讲，盈利是一个必要的保障。所以，要做玩家喜欢的游戏，才是游戏设计的目标。但是，小游戏开发团队一般都只有几个人，往往缺乏对于市场的全面了解与把握，也无法大规模的收集玩家的反馈。这导致，在设计游戏的时候，缺乏对玩家需求的把握，往往迷茫于玩家喜欢玩什么游戏，应该怎样的取舍才能保持游戏性与更广泛的受众。
Although there are developers who create games purely out of personal interest and passion, many others hope to generate revenue from small game development. For sustainable development, profitability is a necessary guarantee. Therefore, the goal of game design is to create games that players enjoy. However, small game development teams usually consist of only a few individuals, which often results in a limited understanding and grasp of the market. They may struggle to collect extensive player feedback on a large scale. As a result, when designing games, they may lack a clear understanding of player needs and become uncertain about what games players enjoy and how to strike a balance between gameplay and a broader audience.

再者，小游戏以休闲为主，小游戏玩家对于游戏需求有着相应的特点。技术的高低不能决定游戏盈利的多少，美术的美丑也不是决定因素，所以在这种情况下，如何以适当的成本，换取更高的收益，就是一件特别值得平衡的问题。看起来最好的游戏，不见得是最赚钱的游戏。
Furthermore, small games primarily target casual players, who have specific characteristics in terms of their gaming preferences. The success and profitability of a game are not solely determined by the level of technical sophistication or the aesthetics of the artwork. In this context, striking a balance between costs and returns becomes a crucial consideration. The best-looking game may not necessarily be the most profitable one. It is important to find ways to achieve higher returns with appropriate costs.

问：什么时候知道麻球的，是否了解麻球游戏如何看待麻球游戏平台的运营的模式，对麻球有何期待？
Question: When did you learn about Maqiu? Do you understand how to perceive Maqiu's game platform operation model, and what are your expectations for Maqiu?

答：我是今年7月在Flash开发者大会上听了麻球的主题演讲从而了解麻球的。
Answer: I learned about Maqiu this year in July when I attended the Flash Developer Conference and listened to the keynote speech about Maqiu.

我觉得麻球的运营模式对于小游戏产业来说是革命性的转变。它使得整个产业链从上游到下游都可以获得利益，对于国内很多开发者来说更是近似零的突破。麻球好，大家才能好，整个产业链才能有一个更为健康的发展。
I believe that Maqiu's operational model is a revolutionary change for the casual gaming industry. It allows the entire industry chain, from upstream to downstream, to benefit, and it provides a breakthrough opportunity for many developers in China. When Maqiu succeeds, it benefits everyone, and the entire industry chain can have a healthier development.

期待麻球能够覆盖更广泛的市场，能够创造出新的盈利模式，麻球现在在移动平台上的拓展都是令人振奋的举动。作为一个开发者，我会一如既往的支持麻球。
I hope that Maqiu can reach a wider market and create new revenue models. Maqiu's expansion on mobile platforms is truly exciting. As a developer, I will continue to support Maqiu wholeheartedly.

## Notes

1. ↑ 格物 *Géwù*, lit. "investigate matter" derives from 格物致知 *Géwù Zhìzhī*, "investigate the nature of things to pursue knowledge," a concept in ancient Chinese Confucianism explained as a discipline specialized in studying the principles and laws of things and summarizing them as rational knowledge.