Gaoqu 2016

This article contains AI-generated translation.

 Published

相信国内大部分二次元玩家都听过米哈游网络的名字，米哈游最近开始第三次精英测试的《崩坏3rd》就以其世界顶级的画面表现水平惊艳了整个二次元游戏市场。在2016 ChinaJoy 期间，搞趣网有幸采访到了米哈游联合创始人罗宇皓，与他共同探讨了《崩坏3rd》这款游戏，以及动画方面的相关计划。以下以QA形式表现采访内容：
Most of the two-dimensional and gaming enthusiasts in China are familiar with miHoYo, the name behind miHoYo Network [Technology]. Their latest game, *Honkai Impact 3rd*, which recently entered its third closed beta test, has stunned the entire two-dimensional gaming market with its world-class visual quality. During the 2016 ChinaJoy event, Gaoqu had the privilege of interviewing miHoYo's co-founder, Luo Yuhao, where they discussed *Honkai Impact 3rd* and their plans for related animations. The following is a representation of the interview in a Q&A format:

**搞趣网：自从《崩坏3rd》开启测试之后，许多玩家都在期待这款游戏的正式公测，那这款游戏会在何时公测？
Gaoqu: Since the start of the closed beta test for *Honkai Impact 3rd*, many players have been eagerly anticipating the official release of the game. So, when will the game enter its open beta testing phase?**

罗宇皓：具体测试时间还是要根据我们精英测试的结果来定。在精英测试期间我们会根据玩家的反馈和测试结果制定后续的修改计划，当我们制作了一个满意的产品后，我们才会将游戏带给所有玩家。
Luo Yuhao: The specific testing time will be determined based on the results of our closed beta testing. During the closed beta phase, we will gather feedback from players and analyze the test results to develop a plan for future modifications. We aim to deliver a satisfactory product before releasing the game to all players.

**搞趣网：《崩坏3rd》在测试期间，游戏本身倍受玩家的好评，特别在画面部分几乎是目前世界一流水平，为了达成这样的效果米哈游对《崩坏3rd》投入了多少的时间和精力？
Gaoqu: During the testing phase of *Honkai Impact 3rd*, the game has received high praise from players, especially for its exceptional visuals that are considered top-notch worldwide. To achieve such quality, how much time and effort has miHoYo invested into *Honkai Impact 3rd*?**

罗宇皓：其实在《崩坏学园2》刚上线不久，也就是在两年前我们就想做一个新项目，去探索一个不一样的领域，让自己的技术和美术都再上一个台阶。作为玩家，我们自己也渴望在手机上玩到一个更真实、更优秀、更接近二次元的游戏，所以那时候我们想做一个接近于真实比例的3D游戏。3D二次元游戏一方面很多人在做，但是效果都不是很好；另一方面3D游戏的技术难度很高，很难还原精美的二次元风格。为了实现我们的梦想，我们投入了非常多的精力来完成这件事，从想法到DEMO经历了无数的阶段，设定、模型战斗手感等游戏内容我们都反复做了好几个版本，在原型期我们就酝酿了一年。在确定了基本的游戏体验和技术路线之后，我们开始研究具体的游戏内容和更多玩法。前后有将近百人的游戏团队投入到这款游戏当中。
Luo Yuhao: Actually, shortly after the release of *Houkai Gakuen 2* about two years ago, we had the idea of starting a new project to explore a different realm and take our technology and art to the next level. As players ourselves, we also yearned for a more realistic, outstanding, and closer-to-two-dimensional experience on mobile devices. At that time, we aimed to create a 3D game that approached real proportions. While many people were working on 3D anime-style games, the results were not very impressive. Moreover, 3D games posed high technical difficulties in reproducing the exquisite two-dimensional art style. To realize our dream, we invested a tremendous amount of effort in making it happen. From the initial idea to the creation of the demo, we went through countless stages. We iterated on the game's design, models, combat mechanics, and overall feel multiple times. We spent a year in the prototyping phase alone. Once we established the core gameplay experience and technical direction, we delved into developing specific game content and additional gameplay features. Nearly a hundred team members were involved in the development of this game, working tirelessly throughout the process.

**搞趣网：这在几次测试中，有一些玩家反应玩法比较单调，未来是否有加入新玩法的计划？
Gaoqu: During several testing phases, some players provided feedback that the gameplay felt a bit monotonous. Do you have plans to introduce new gameplay mechanics in the future?**

罗宇皓：在测试中，不同群体对玩法的反应不太一致，有的希望在游戏中比较爽快的割草，有的玩家则需要在游戏中能休闲一点。我们未来会根据玩家的反馈和需求，往游戏里添加合适的玩法。经历多次测试的玩家就会发现，我们每个测试版本都会添加一些新的玩法，在最新测试中家园系统就正式上线。之后我们还会持续更新，将不同的玩法加入到游戏中。未来可能会添加社团和联机战斗等新玩法和系统。
Luo Yuhao: During testing, different groups of players had varying responses to the gameplay. Some players preferred fast-paced action, while others wanted a more relaxed experience. In the future, we plan to incorporate suitable gameplay mechanics based on player feedback and demands. Players who have participated in multiple testing phases may have noticed that we introduce new gameplay mechanics with each version. In the latest test, the housing system was officially launched. We will continue to update the game and introduce different gameplay elements. In the future, we may add features such as guilds and online battles to the game.

**搞趣网：因为《崩坏3rd》的画面表现较高，有的玩家可能会担心自己的手机无法支持，米哈游有针对这部分玩家的解决方案吗？
Gaoqu: Due to the high visual quality of *Honkai Impact 3rd*, some players may be concerned about whether their smartphones can handle it. Does miHoYo have any solutions for these players?**

罗宇皓：我们开发组现在很大一部分工作就是放在不同手机的适配上，包括拿市面上大部分安卓手机进行测试。而且《崩坏3rd》在游戏中能调整画质选项，玩家如果感觉手机无法流畅的运行，可以将画质调低一些。我们还制作了一个省电模式，能一键优化游戏的设置，提高游戏流畅度，并降低游戏的耗电量。
Luo Yuhao: Our development team has dedicated a significant portion of their work to optimizing the game for different smartphones, including testing on a wide range of Android devices available in the market. Additionally, *Honkai Impact 3rd* provides options to adjust the graphics quality within the game. If players find that their phones are unable to run the game smoothly, they can lower the graphics settings. We have also implemented a power-saving mode that optimizes the game settings with a single click, improving game performance and reducing power consumption.

**搞趣网：您是如何评价如今《崩坏3rd》的画面表现水平？
Gaoqu: How do you evaluate the visual performance of *Honkai Impact 3rd* now?**

罗宇皓：其实有件有趣的事情可以分享一下，有的玩家看到界面上那个人物摸一下可以动，以为是用2D Live技术制作而成,这有可能是由于玩家之前玩过的游戏都是用2D Live技术制作的。但是能做到《崩坏3rd》中这种运动程度2D是无法实现的。并且为了实现最后渲染出来的精美模型，我们在技术和美工投入了无数的工作，成品的效果与原画几乎没有什么区别。就目前来看，《崩坏3rd》在动画风格的游戏中也是数一数二的产品。至少我们在全世界范围能都没看到能够与这款游戏竞争的产品。
Luo Yuhao: Actually, there's an interesting thing to share. Some players, upon seeing the character on the interface being touched and moving, mistakenly thought it was created using 2D Live technology, probably because they had played games before that utilized 2D Live technology. However, achieving the level of movement seen in *Honkai Impact 3rd* is not possible with 2D alone. To render the exquisite models in the final product, we have put in countless efforts in both technology and art. The result is a game where the visuals are almost indistinguishable from the original artwork. Currently, *Honkai Impact 3rd* stands out as one of the top products in the animation-style gaming genre. At least from what we have seen worldwide, there are no competing products that can match it.

**搞趣网：《崩坏3rd》如今还是以国语配音为主，未来是否有计划加入日语的配音？
Gaoqu: *Honkai Impact 3rd* is still mainly dubbed in Mandarin. Is there any plan to add Japanese dubbing in the future?**

罗宇皓：米哈游还是将自己定位为中国游戏公司，国语配音是我们心中的默认选项，毕竟中国人的游戏还是要以国语配音为主。目前我们邀请了日本一线声优为游戏进行配音，前期进棚录音部分已经完成，正在进行后期工作，会在完工后向玩家公布，保证不会让玩家失望。
Luo Yuhao: miHoYo still positions itself as a Chinese game company, and Mandarin Chinese voice acting is our default option as it aligns with the preferences of Chinese players. However, we have also invited top Japanese voice actors to provide voice acting for the game. The initial recording phase has been completed, and we are currently working on post-production. We will announce the details to the players once the work is finished, and we assure you that we will not disappoint them.

**搞趣网：最后一个问题，《崩坏学园2》现在是国内顶级的二次元IP之一，也出过一些动画短片，有考虑过动画化的计划吗？
Gaoqu: One last question, *Houkai Gakuen 2* is currently one of the top-tier two-dimensional-style IPs in China, and there have been some animated short films released. Have you considered plans for an anime adaptation?**

罗宇皓：我们一直有在考虑动画的项目，也是我们一直在探索的一个领域。因为我们还是家游戏厂商，在游戏上做了很多年，累积了很多做游戏的经验。然而在动画方面，我们还是一个新手，我们不想随便做一个粗糙的动画，破坏《崩坏》系列在玩家中的口碑。不过之前《守望先锋》在游戏推出的同时也放出一些动画短片给了我们很大的启示，也许我们也会做相关的尝试，暂时我们还是在累积相关的制作经验，请玩家们静静期待米哈游未来的动作。
Luo Yuhao: We have always been considering animation projects and it's an area we have been exploring. As a game company, we have years of experience in game development and have accumulated a lot of knowledge in that field. However, when it comes to animation, we are still beginners. We don't want to create a rough animation that could harm the reputation of the *Honkai* series among players. However, we were greatly inspired by the release of animated short films alongside the launch of *Overwatch* in the past. Perhaps we will also make similar attempts. For now, we are focusing on accumulating relevant production experience. Please patiently await miHoYo's future endeavors in animation.