Sumeru Preview Teaser: The Fascinating Dendro Element

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在「璃月」的西侧，坐落着草木的国度「须弥」。 在那里，我们将迎来元素体系中的新成员——草元素。
To the west of Liyue lies Sumeru, the nation of flora and foliage. There, we will welcome a new member of the elemental system, the Dendro element.

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草元素是原神七元素体系中的最后一块拼图。我们打算用一些更成体系的方式去设计它，在3.0版本。我们从一开始便邀请了所有的策划、美术和IP部门的同学一起讨论，希望大家可以设计出一个耦合程度更高、理解门槛更低，并且相互之间关联更加紧密的体系。
Aquaria, Combat Designer: The Dendro element is the last piece of the puzzle in *Genshin Impact*'s seven element system. We intend to design it in a more systematic way. In Version 3.0, we invited all the colleagues in the planning department from the very beginning, along with our Art and Creative Concept and Writing Teams to discuss it together. We hoped to design a system with a higher degree of synergy, one that was more interconnected and easier to understand.

草元素的设计之中存在着三个关键词，是催化、智慧以及生命。这三个概念主要体现在元素反应、关卡设计以及场景机制当中，他们之间也有非常紧密的彼此联系。
There are three key words in the design of the Dendro element that is "catalysis," "wisdom," and "life." These three concepts are mainly reflected in the elemental reactions, level design, and environment mechanics. They also have a very strong connection to each other.

《原神》的元素反应一方面是不同的元素设计语言之间的组合，另一方面它也是基于日常现象的艺术再加工。举例来说，在原神当中我们玩家已经见到过的感电现象，它其实是一个符合玩家认知的日常现象，但同时它也是水元素的恢复和雷元素的能量概念结合的产物。在游戏当中它也是一个能稳定地散溢能量的现象。
Regarding *Genshin Impact*'s Elemental Reactions, on the one hand, it is the combination between different elemental design languages; on the other hand, it is also an artistic rework based on everyday phenomena. For example, in *Genshin Impact*, our players have seen the Electro-Charged reaction. It is actually an everyday phenomenon that fits players' perception, but at the same time, it is also the product of the combination of the recovery aspect of the Hydro element and the energy aspect of the Electro element. In the game, it is also a phenomenon that can steadily release energy.

基于类似的设计理念，我们在3.0版本又推出了两个新的反应：绽放和激化。绽放的灵感是来源于现实生活中花朵的绽放现象，它同时也是水元素的恢复和草元素的催化两种概念的结合。而激化反应，它则是一个完全原创的效果，它来源于雷元素的能量以及草元素的另一个关键词智慧的碰撞。激化反应相关的现象呢，也和须弥当地的历史有着非常深的渊源。
Based on a similar design concept, we introduced two more new reactions in Version 3.0: Bloom and Catalyze. Bloom is inspired by the real-life phenomenon of flowers blooming. It is also the combination of the recovery aspect of the Hydro element and the catalysis concept of the Dendro element. The Catalyze reaction, on the other hand, is a completely original effect. It originates from the collision between the energy aspect from the Electro element and the wisdom concept from the Dendro element, which serves as another keyword of Dendro. The phenomenon related to the Catalyze reaction also has a very deep connection with the local history of Sumeru.

3.0版本我们在须弥地区也新增了大量有趣的区域玩法，基于燃烧、绽放和激化三种反应特征。我们定义了一种名为多态转换的设计理念。一部分具有草元素特征的目标，通过使用水、火、雷等元素与之交互，可以让它们在不同的状态之间发生转换，从而产生不同的互动效果。
Yangshen, Combat Designer: In Version 3.0, we have also added a lot of interesting area-specific gameplay in Sumeru. Based on the three reaction characteristics of Burning, Bloom, and Catalyze, we defined a design concept called polymorphic transformation. Some targets that have Dendro characteristics. Through interaction with Hydro, Pyro, and Electro elements, transitions between different states can be achieved resulting in different interactive effects.

在怪物的生态性上我们也做了类似的尝试。根据自身所处的环境和受到的元素效果不同，怪物会在不同的状态间来回转换。除了攻击方式会发生变化以外，在特定的状态下击败它们还能获得罕见的特殊材料。
We have also made a similar attempt on the ecology of monsters. Depending on the environment you are in and the effects of the elements you are exposed to, monsters will switch back and forth between different states. Other than changes in the attack methods, defeating monsters when they are in specific states will also get you rare special materials.

更多草元素相关的玩法，届时就需要玩家亲自去体验一番了.
To find out more about Dendro-related gameplay, players will have to experience it for themselves in the game.

希望草元素玩法的加入可以给玩家带来新奇而又有趣的体验。
Aquaria, Combat Designer: We hope that the addition of Dendro element gameplay can bring players a novel and interesting experience.