Global People February 2021

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我发现，其实至少从《原神》上线之后，从我们的玩家来讲，大家没有那么在意平台之间的差别。是我们这些游戏开发者，天然地把PC、主机、移动平台它们之间的壁垒看得特别重。
I've noticed that, at least since the launch of *Genshin Impact*, our players don't really care about the differences between platforms. It's us game developers who naturally place a heavy emphasis on the barriers between PC, console, and mobile platforms.

> 游戏类型
> 通常用于分类电子游戏，有多种分类方式。按照平台类型通常划分为：主机游戏、PC游戏（端游）、手机（移动）游戏、网页游戏等。
> Game genres:
> Electronic games are typically classified using various methods. They are commonly categorized based on platform types, including console games, PC games (also known as desktop games), mobile games, and web games, among others.
>
>

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'm Liu Wei, the founder of miHoYo. Players usually call me Brother Wei.

我们一直把《原神》定位成一款跨平台的游戏嘛，这也是我们第一次的尝试。在这之前其实国内很少有这样的游戏，就是你可以支持这种PC手机数据互通的。就是说我在PC上玩完，我又可以在手机上继续玩。因为其实不同平台的用户习惯其实是很不一样的。就比如说最简单的一点，你PC平台和手机平台用户操作习惯肯定是不太一样的吧。而且像PC平台过去大家可能会习惯于比较长时间体验游戏，但手机使用相对来讲比较碎片一点。那这个东西你怎么去做一个平衡，其实是一件很有挑战的事情。
We have always positioned *Genshin Impact* as a cross-platform game, and this is our first attempt. Before this, there were actually very few games like this in China, where you can have cross-save between PC and mobile platforms. It means that I can play on PC and continue playing on my phone. Because the user habits on different platforms are quite different. For example, a simple point is that the user behaviors on PC and mobile platforms are definitely not the same. And in the past, on the PC platform, people may be accustomed to longer gaming sessions, while mobile usage tends to be more fragmented. So, how do you strike a balance with this? It's actually a very challenging task.

同时，我们还是比较注重画面和这种视觉体验。你总归是需要在这个画面表现和用户的游戏流畅度体验上获得一个平衡。像《原神》这个产品，它最后在PS4这个平台上的时候，其实整个内存上的使用就是非常夸张的。所以后来我们在这个基础上开发了自己的一个比较独特的内存管理机制，才让我们的游戏可以在PS4这个平台上流畅地运行。在我们的研发过程中，最大的难点就是国内做主机平台的研发人才非常少，我们几乎在这方面没有经验，所以这个东西基本上在这个过程中是一个死结。最后还是凭借我们自己团队的热情和专业能力，将其最终解决了。
At the same time, we still place relatively high importance on visuals and the overall visual experience. Ultimately, you need to strike a balance between visual presentation and the smoothness of the gameplay experience for the users. Take *Genshin Impact* as an example. When it was released on the PlayStation 4 platform, the utilization of system memory was quite significant. As a result, we developed our own unique memory management mechanism to ensure smooth gameplay on the PlayStation 4 platform. During our development process, the biggest challenge we faced was the scarcity of talent in China when it comes to developing for console platforms. We had very little experience in this area, so it became a major obstacle for us. However, we eventually overcame it by relying on the enthusiasm and expertise of our own team.

我发现其实至少从《原神》上线之后，从我们的玩家来讲，大家没有那么在意平台之间的差别。是我们这些游戏开发者，天然地把PC、主机、移动平台它们之间的壁垒看得特别重。其实玩家不会这么看，玩家只会觉得我怎么样体验到好玩的内容，是否能够给我带来快乐。所以我觉得这些才是最重要的，还是取决于我们从业者自己的探索和努力。挖掘用户背后的需求是什么，那你能够去满足用户的需求就可以了。以后会越来越淡化各个平台之间的差别。
Since the release of *Genshin Impact*, I've noticed that our players are not overly concerned about the differences between platforms. It's us, the game developers, who naturally place a significant emphasis on the barriers between PC, console, and mobile platforms. However, players don't see it the same way. They simply care about the enjoyable content and whether it brings them happiness. Therefore, I believe that these aspects are the most important, and it ultimately depends on us as professionals to explore and work towards meeting the underlying needs of the users. As we continue to uncover what the users truly desire, the differences between platforms will gradually fade away.

## How Difficult is the Innovation in Gaming?

（那您觉得就是游戏创新的难度是有多大）
(Then, in your opinion, how difficult is the innovation in gaming?)

我觉得游戏它其实就像很多个可能上百个精准的齿轮，每一个齿轮都要非常精密地咬合在一起，这个游戏的体验才是一个综合的、完整的，让你觉得是一个好的体验。所以你会发现，其实你要做任何一个环的创新，其实都是极其难的。就你做单一点的创新看起来都很好，看起来很美，但它可能就跟整个齿轮就不咬合了。过去游戏产业那种大的变革，可能是十年才会发生一次的，就像我们这几年看到的这个战术竞技游戏，它其实从最开始迭代的这个MOD（游戏模组）开始，经历了好多好多年。这不是一个单一公司、单一人他能够决定的，这是整个这个游戏产业共同努力的结果。所以对于我们来讲，把我们自己本身公司能够把握的，包括说游戏的美术制作能力、音乐制作能力，包括技术力去提升，然后跟着这个行业一起去往前去演化。
I think that a game is actually like many precise gears, possibly hundreds of them. Each gear needs to fit together very precisely, and it is the combination of these gears that creates the overall and complete experience of the game, making you feel that it is a good experience. Therefore, you will find that it is extremely difficult to innovate in any single aspect. Even if a single point of innovation looks good and beautiful on its own, it may not fit well with the entire gear system. Major changes in the gaming industry, like the ones we have seen in recent years with tactical competitive games, take many years to evolve starting from the iteration of mods (game module). It is not something that a single company or individual can decide; it is the result of the collective efforts of the entire gaming industry. So, for us, it is important to leverage the capabilities of our own company, including the art and music production abilities, as well as the technical expertise, and evolve together with the industry.

大家总是希望看到新鲜的东西，但是新鲜的东西往往在它的初期都是很粗糙的。所以这个时候，如果我们整个行业更鼓励创新，整个行业的从业者也更愿意做创新的事情，它其实能够让这个创新的过程能够加速，也能够让更多的创新产品能够浮现出来。我认为整个国产游戏行业的创新程度其实算是比较快的。中国在过去，在PC主机游戏这个年代，都是远远落后于全球的，但在手机游戏时代，至少在手机游戏的制作能力这一个维度，我们是领先全球的。整个过去这十年，整个移动互联网，包括手机游戏这个领域，中国本身就是因为基础设施好，发展是最快的。这第一点。第二点，我觉得中国游戏的从业者是最早开始去拥抱手机游戏这个领域的。在国外，大部分大厂可能最近三五年才开始做手机游戏的时候，大部分中国的主流游戏厂商可能从2011年、2012年就开始进入了手机游戏这个领域去做探索。第三点，我认为还很重要，是我们整个中国的手机游戏用户的增长是非常非常快的，在全世界都是这个体量最大的。它能够孕育出很大的机会。
Everyone always wants to see something fresh, but fresh things are often rough in their early stages. So at this time, if our entire industry encourages innovation and practitioners are more willing to do innovative things, it can actually accelerate the process of innovation and bring forth more innovative products. I believe that the level of innovation in the Chinese gaming industry is relatively fast. In the past, China was far behind the global market in the era of PC gaming, but in the era of mobile gaming, at least in terms of production capabilities in the mobile gaming dimension, we are leading the world. Over the past decade, the entire mobile internet, including the field of mobile gaming, has developed rapidly in China due to its excellent infrastructure. This is the first point. The second point is that I believe Chinese game practitioners were among the first to embrace the field of mobile gaming. While many foreign major companies only started making mobile games in the past three to five years, most mainstream Chinese game developers began exploring the field of mobile gaming around 2011 or 2012. The third point, which I consider important, is the rapid growth of mobile gaming users in China, which is the largest in the world in terms of scale. It presents significant opportunities.

（所以说，在这样的全球化过程中，作为国产游戏，手游算是一个比较大的一个突破口。）
(So, in this process of globalization, as domestic games, mobile games can be considered a significant breakthrough?)

对，我觉得手游算是一个非常大的突破口，而且中国的手游其实现在已经向全世界输出了。所以我相信说，在今后的这些年，中国游戏产业肯定会发展越来越好。一个是我们国内的游戏市场会越来越风清气朗，第二就是我觉得会有更多的中国游戏开发者走向全球，去做能够打动全球用户的内容。这个我觉得才是我们中国的内容创作者最应该去努力的方向。
Yes, I think mobile games are a very significant breakthrough, and Chinese mobile games have already been exported to the world. So, I believe that in the coming years, the Chinese gaming industry will definitely continue to develop better. First, our domestic gaming market will become more transparent. Second, I think there will be more Chinese game developers venturing into the global market, creating content that can captivate users worldwide. This is the direction where I believe Chinese content creators should strive the most.

## How to Develop a Benign Payment Model?

（那，你怎么看待我们现在，怎么去养成一个良性的付费模式？）
(So, how do you view our current efforts in cultivating a benign payment model?)

游戏付费模式：
业内主流的两种游戏付费模式为买断制和内购制，买断制游戏指玩家只需花一次钱，就可以永久畅玩。内购制游戏本身是免费的，但游戏里面会有道具或者金币等需要花钱购买。
Game monetization models:
The mainstream payment models in the industry are the buy-to-play model and the in-app purchase model. In the pay-to-play model, players only need to pay once to enjoy the game permanently. In the in-app purchase model, the game itself is free, but there are items or virtual currencies within the game that require real money to purchase.

本质上网络游戏是一种服务，它跟我们现实中的任何服务都是一样的。它是可以有差异化的区别的，就是我们希望所有的用户在一个合理的价钱都能有一个相对不错的体验。我觉得不管是买断制还是付费（内购）制（游戏），它都是市场竞争的一个结果，一定大家都会开始去改良，去优化用户的体验。所以我相信说付费这个问题一定不会是大问题。首先还是游戏本身内容是不是好这件事情是一个根本的问题。游戏首先它还是作为一个文化产品，它其实是影响了非常非常多的这个青年人。就像我们《崩坏3》这个产品，我们有一句口号，叫为世界上所有的美好而战。所以我觉得你作为从业者，你的心一定是要正的，之后你在每一个表达里面都在传递这些正向的东西。对中国来讲是正向的，对全世界来讲它也都是正向的。未来其实我们应该更多的考虑这种文化属性，就让游戏这个产品真真正正说它能够去打动人，那它跟其他的包括像电影、文学、音乐、影视剧，它就没有什么差别。
Essentially, online games are a type of service. They are no different from any other service in the real world. There can be differentiation among them. The goal is to provide users with a relatively good experience at a reasonable price. Whether it's a pay-to-play model or a freemium model, it is the result of market competition. Everyone will constantly strive to improve and optimize the user experience. Therefore, I believe that payment is not a major issue. First and foremost, it is about the quality of the game content. As a cultural product, games have a significant impact on the youth. Take our game *Honkai Impact 3rd* as an example. Our slogan is "Fight for all that is beautiful in the world." As a professional in this industry, your heart must be in the right place. In every expression, you should convey positive values. It is positive for China and for the whole world. In the future, we should consider more of these cultural attributes and truly create games that can touch people, just like other forms of art such as movies, literature, music, and TV dramas.