TDW2024: Kuro Producer Q&A Wuthering Waves Global Operation Strategy, Shortcomings and Future Plans

Narushio
1 Aug 202416:16

Summary

TLDRIn this insightful speech, Mr. Li Solon, the producer of Kuro Games, discusses the global operation strategies for 'Wuthering Waves.' He emphasizes the importance of global independent distribution for content games, sharing the benefits of a direct connection with users for immediate feedback and optimization. Solon also addresses the challenges faced post-launch, including localization and content quality, and outlines the company's creed of delivering engaging gameplay and rich content. He concludes with future directions, focusing on character development, immersive experiences, and adapting to global preferences, all within the framework of an open world.

Takeaways

  • 🎮 Mr. Li Solon, the producer of Kuro Games, discussed the global operation strategies for their game 'Wuthering Waves'.
  • 🌏 Solon emphasized the importance of global self-publishing and the benefits of a simultaneous global release to ensure the game's content remains fresh and relevant to all players.
  • 🔄 Solon shared that Kuro Games' journey to global self-publishing was a gradual process that took seven years from conception to implementation in 2024.
  • 📈 The game 'Wuthering Waves' has seen significant success with nearly 8 million downloads and over 10 million social media followers, exceeding initial expectations.
  • 📊 Despite the success, the game's rating on TAPTAP is 6.3, indicating areas for improvement such as localization and plot experience.
  • 🛠 Solon highlighted the need for a scientific approach to address performance issues, suggesting the use of monitoring platforms to identify and prioritize the most critical problems.
  • 🔧 Kuro Games learned from past experiences, particularly the importance of a unified global version to avoid time-limited wear and tear on content and to maintain the joy of content creation for the team.
  • 🎨 The future direction for 'Wuthering Waves' includes focusing on character development, world-building, deep-sea exploration, and enhancing player interaction within the game.
  • 🌐 Solon aspires to promote Chinese culture and aesthetics globally through the game's世界观 (world view), which is expansive and can incorporate various regions beyond the Chinese style.
  • 🤖 The game's development will be underpinned by a scientific method and data-driven insights to cater to the preferences of a global audience and to create immersive and engaging content.
  • 💖 A key takeaway from Solon's approach is the importance of loving the game, the players, and the team, as this passion is essential for long-term success in the gaming industry.

Q & A

  • Who is the speaker in the provided transcript and what is his role?

    -The speaker in the provided transcript is Mr. Li Solon, the producer of Kuro Games.

  • What is the main topic of Mr. Li Solon's speech?

    -The main topic of Mr. Li Solon's speech is the global operation ideas of the game 'Wuthering Waves'.

  • What does Mr. Li Solon emphasize as the biggest benefit of global self-publishing for content games?

    -Mr. Li Solon emphasizes that the biggest benefit of global self-publishing for content games is the ability to use the shortest chain to connect with users and to hear their feedback most efficiently.

  • How long did it take Kuro Games to achieve global self-publishing from the initial idea to implementation?

    -It took Kuro Games 7 years to achieve global self-publishing from the initial idea in 2017 to the actual implementation when 'Wuthering Waves' was launched in 2024.

  • What is the significance of having a global same version for content games according to Mr. Li Solon?

    -According to Mr. Li Solon, having a global same version for content games is significant because it ensures that users worldwide have the same fresh experience and that developers can receive genuine feedback on the content, regardless of their location.

  • What was the initial approach of Kuro Games towards global distribution before they decided to self-publish?

    -Before deciding to self-publish, Kuro Games initially relied on publishers for the overseas distribution of their games.

  • How does Mr. Li Solon describe the process of Kuro Games learning to distribute their games overseas?

    -Mr. Li Solon describes the process as a long period of learning and practice, where Kuro Games gradually built up their publishing capabilities through the experiences with their game 'Punishing Gray Raven'.

  • What is the current download count and social media following for 'Wuthering Waves' as mentioned in the transcript?

    -The current download count for 'Wuthering Waves' is close to 8 million, and the game's global social media following has exceeded 10 million.

  • What are some of the current shortcomings of 'Wuthering Waves' that Mr. Li Solon discusses in his speech?

    -Some of the current shortcomings of 'Wuthering Waves' discussed by Mr. Li Solon include issues with localization, plot experience, performance, work order squeeze, content quality control, bugs, and immature operations.

  • What is Mr. Li Solon's approach to addressing performance issues in 'Wuthering Waves'?

    -Mr. Li Solon's approach to addressing performance issues involves using scientific methods, such as setting up a performance monitoring system to quantify and identify the most critical issues that need to be addressed.

  • What is the creed of Kuro Games when it comes to making products, as stated by Mr. Li Solon?

    -The creed of Kuro Games when making products is to stick to good gameplay and good content, focusing on creating fun experiences and conveying interesting stories and values.

  • How does Mr. Li Solon view the role of character creation in the future of content games?

    -Mr. Li Solon views character creation as a crucial aspect of content games that must be constantly rethought and improved to resonate with players and to provide a more immersive experience.

  • What is the vision for the future gameplay of 'Wuthering Waves' as outlined by Mr. Li Solon?

    -The vision for the future gameplay of 'Wuthering Waves' includes focusing on four major sections: characters, the big world, the deep sea, and interaction, with the goal of creating a more immersive and interactive experience for players.

  • What does Mr. Li Solon believe is essential for a successful long-term operation of a content service game?

    -Mr. Li Solon believes that a successful long-term operation of a content service game requires a scientific method and a correct mindset, which includes loving the game, the team, and the players.

Outlines

00:00

🎮 Global Self-Publishing and Content Strategy

Mr. Li Solon, the producer of Kuro Games, discusses Wuthering Waves's global operation strategies, focusing on the benefits of global independent distribution and the importance of maintaining a global same version for content games. He reflects on the evolution of Kuro's publishing capabilities, which took 17 years to build and were significantly influenced by the experiences with Punishing Gray Raven. Solon emphasizes the value of direct user feedback for optimizing game content and the team's gradual realization of the advantages of self-publishing since 2017. The narrative also touches on the challenges and learnings from the global launch of Wuthering Waves in 2024.

05:01

🌐 Addressing Localization and Development Challenges

This section delves into the post-launch realities and shortcomings of Wuthering Waves, highlighting the game's performance on platforms like TAPTAP and its social media presence. Solon acknowledges the game's initial low rating and discusses the critical areas for improvement, such as localization quality and plot experience. He shares his approach to tackling these issues by employing scientific methods for performance monitoring and iterative verification of localization to ensure it resonates with a global audience. The summary underscores the commitment to investing in content creation and avoiding ineffective branch work, aiming to enhance user satisfaction and game quality.

10:01

🚀 Future Directions: Gameplay and Cultural Impact

Solon outlines Kuro's creed of adhering to enjoyable gameplay and rich content, showcasing the company's history of innovation across different game projects. He details the future vision for Wuthering Waves, which includes developing an immersive open world with interactive characters and environments. The goal is to create a game that not only entertains but also conveys meaningful stories and cultural elements. Solon expresses the desire to promote Chinese culture globally and to adapt the game's content to align with the preferences of different regions, ensuring a universally appealing experience.

15:01

💖 Long-Term Commitment to Content and Community

In the final paragraph, Solon emphasizes the importance of a long-term mindset for sustainable game development and operation. He stresses the need for love and passion for the game, the team, and the players as a driving force for success. The summary captures the essence of creating a content service game that can stand the test of time, suggesting that an open world framework offers endless possibilities for innovative gameplay and challenges for the development team, ultimately benefiting both the players and the company's long-term vision.

Mindmap

Keywords

💡Global Self-Publishing

Global Self-Publishing refers to the strategy where a game developer independently handles the distribution of their game worldwide without relying on third-party publishers. In the script, Li Solon discusses Kuro Games' decision to pursue global self-publishing for 'Wuthering Waves', emphasizing the benefits of direct engagement with users and the ability to optimize the game based on immediate feedback, which is crucial for content-driven games.

💡Content Games

Content Games are games that are primarily driven by their content, such as storytelling, characters, and world-building, rather than gameplay mechanics alone. The script highlights that for content games like 'Wuthering Waves', having the shortest chain between developers and users is vital to receive immediate feedback and make accurate optimizations, which can enhance the content experience for players.

💡Global Version

A Global Version implies that the game is released worldwide with the same content and updates, ensuring all players have an equal and simultaneous access to new features and storylines. Li Solon expresses regret that 'Punishing Gray Raven' did not achieve a global version, and for 'Wuthering Waves', making a global version was a clear goal to avoid time-limited wear and tear of content and to ensure fresh and genuine feedback from users worldwide.

💡Localization

Localization is the process of adapting a product, in this case, a game, to the language, culture, and preferences of a specific locale or market. The script mentions that one of the shortcomings of 'Wuthering Waves' is its localization, which is crucial for making the game appealing and accessible to a global audience, and Kuro Games is actively working on improving this aspect based on user feedback.

💡TapTap

TapTap is a mobile app platform and marketplace that allows users to discover and download games and apps. In the script, Solon refers to TapTap to discuss the game's downloads and ratings, indicating that while the downloads exceeded expectations, the game's rating of 6.3 suggests areas for improvement, such as localization and plot experience.

💡R&D (Research and Development)

R&D in the context of the video refers to the process of creating and improving the game. Li Solon mentions the importance of investing R&D efforts into creating content for 'Wuthering Waves', avoiding the inefficiency of version synchronization and localization that he experienced with 'Punishing Gray Raven', and focusing on the joy of content creation.

💡Gameplay

Gameplay refers to the ways in which players interact with a game, including its mechanics, rules, and challenges. The script discusses Kuro Games' creed of adhering to good gameplay and content, with the aim of creating fun and engaging experiences for users. For 'Wuthering Waves', this includes innovative gameplay that combines action with deep-sea exploration.

💡Open World

An Open World in gaming refers to a game design that allows players to explore and interact with a large, open environment without being constrained by linear gameplay. Li Solon talks about the potential of the open world framework in 'Wuthering Waves' to provide different experiences and challenges, and to motivate the development team to innovate.

💡Long-term Operations

Long-term Operations involve the ongoing management and development of a game after its initial release, ensuring its sustainability and growth over time. The script mentions that Kuro Games aims to be a long-term, content service game, which requires a scientific approach and a correct mindset of loving the game, the players, and the team.

💡Creed

In the context of the video, a Creed represents the core beliefs or guiding principles of a company or team. Kuro Games' internal creed is to stick to good gameplay and good content, which is a driving force behind their product development philosophy and their commitment to creating unique and engaging experiences for their users.

💡IP Power

IP Power refers to the strength and influence of an intellectual property, such as a game's characters, story, and world, which can be leveraged to create a lasting connection with the audience. The script mentions that Kuro Games aims to convey interesting stories and values through their games, indicating the importance of building a strong IP to support long-term engagement with users.

Highlights

Introduction of Li Solon, the producer of Kuro Games, who will share his experience on Wuthering Waves's global operation ideas.

Emphasis on global independent distribution and the benefits of Kuro's global same version approach for content games.

The importance of a short feedback loop with users for efficient optimization and improvement of the game.

Kuro's journey towards global self-publishing, which took 7 years from conception to full implementation in 2024.

Learning from Punishing Gray Raven's limitations and the commitment to a global version for Wuthering Waves.

The significance of a global version for maintaining content freshness and relevance for users worldwide.

Challenges faced in localization and content quality control as areas for improvement after the launch.

The current state of Wuthering Waves with over 8 million downloads and a TAPTAP rating of 6.3, indicating room for enhancement.

The strategy of focusing on scientific methods to address performance issues and user feedback systematically.

The role of Kuro's creed in guiding product development with a focus on good gameplay and content.

Future directions for Wuthering Waves, including character development, world-building, deep-sea exploration, and interaction.

The intention to promote Chinese culture and aesthetics globally through the game's world view.

The importance of creating characters that resonate with players and the strategy for character development.

The approach to scientific content creation that caters to global user preferences and cultural differences.

The vision for an open world in Wuthering Waves as a framework for innovative gameplay experiences.

The necessity of a correct mindset for long-term success, emphasizing love for the game, players, and team.

Transcripts

play00:00

End of speech

play00:00

We can know that Solon is sitting in the lower seat

play00:03

Next to him

play00:03

Next to him is the heart-moving Huang Yimeng

play00:05

Please welcome Mr. Li Solon, the producer of Kuro Games

play00:07

Let him share his experience with us

play00:08

The topic is Wuthering Waves's global operation ideas

play00:12

Hello, hello

play00:19

Hello everyone

play00:20

Let me introduce myself first

play00:21

My name is Li Solon

play00:22

Sol Lun Dui

play00:23

Then

play00:24

Today I will mainly introduce to you

play00:25

Some simple ideas about Wuthering Waves's global operations

play00:30

Then today I will mainly talk about three aspects

play00:32

The first one is about the global independent distribution

play00:35

And that is Kuro's global independent distribution and global same version

play00:37

Some thoughts on this matter

play00:39

Then the second one is actually our launch

play00:41

Some situations after the launch of this product in Wuthering Waves

play00:44

There are also some current shortcomings

play00:45

Then the third one is to talk about it in general

play00:47

Our thoughts and directions in the future

play00:50

The first one is about our global self-publishing

play00:54

The same version as the global version

play00:57

Yes, that is, Kuro actually considered doing this spontaneously

play01:01

In fact, we have been thinking about it for a long time

play01:02

We have actually been thinking about it since 2017

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We actually want to do this spontaneously

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But what are the benefits of spontaneity?

play01:08

Why do we always want to persist in pursuing this path?

play01:12

In fact, our thinking is becoming

play01:14

In fact, it is also gradually becoming clear step by step

play01:17

Then I look back today

play01:19

After the Wuthering Waves

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Let me review it myself

play01:20

I think the biggest benefit of spontaneity is that it is a game of content

play01:22

For content games

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I don’t quite understand the other things

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For that kind of game

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I think the biggest benefit is that

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It can really use the shortest chain

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and users

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It allows our entire team to hear the voice of users most efficiently

play01:36

When we can hear the voice of users most efficiently

play01:39

Hear a feedback from users

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Got it

play01:41

It turns out that this matter is so serious

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In fact, when we implement it

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Let's optimize it

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I think it is the most accurate and efficient

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So I think this is my initiative

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I think his biggest advantage

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If what we make can become accurate

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and can become efficient

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Then I think the result will naturally become better

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Yes

play01:58

Then Kuro is actually doing this spontaneously

play02:01

I think it is still quite good compared to our product

play02:04

It's from action to open world

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I think in this spontaneous thing

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In fact, we are relatively conservative

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It's from the time we proposed to do spontaneous

play02:12

to the time we really achieved global spontaneous

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In fact, it took 7 years

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When we were actually working on the dual-project in 2017

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We had already thought about doing it spontaneously

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But when we really felt that we had the ability

play02:26

and really did it spontaneously

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It was actually when Wuthering Waves was launched in 2024

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We actually summarized it through my own experience

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In fact, we really learned through a long period of observation and practice

play02:34

Then we completely mastered it

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Yes

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Then why do we say it is a long period of learning?

play02:38

Because we actually have 17 years

play02:39

Our entire publishing capability

play02:43

In fact, it was slowly built up through Punishing Gray Raven

play02:46

In fact, Punishing Gray Raven from the very beginning

play02:47

We only did domestic self-release

play02:49

In fact, we still release a lot of overseas

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We still gave it to our publishers to release

play02:54

In fact, during the period from 2017 to 2024,

play02:56

We always felt that

play02:57

When we may have mastered how to distribute domestically

play03:00

We thought that we could invest some manpower now

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to learn how to distribute overseas

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At this time, we will discuss with our distributors

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Can we take back some of the overseas parts?

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Let us publish it ourselves

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Yes

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Then we can only say that we are lucky

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That is, we have always

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The publisher is very supportive of our work

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and the previous publisher

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So every time we come up with this idea

play03:17

they are willing to return the publishing rights to us

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Let us do it right

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So we are actually like the famous teacher of Punishing Gray Raven

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1.1 points

play03:25

By 2024

play03:26

We have completely recovered our products

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We have entered a stage of global spontaneous development

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Then I think for us

play03:31

It may be a better information in the future

play03:33

Even our Punishing Gray Raven was completely spontaneous

play03:35

We also did it completely spontaneously in the Wuthering Waves

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We can use some spontaneous experience of the two products

play03:39

We can complement each other

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After the information is connected internally

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I think there will be a good one in the long run

play03:43

Spiral upward effect

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The second one is actually about the global version

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In fact, I think after making Punishing Gray Raven

play03:52

The biggest regret for me is that

play03:56

Punishing Gray Raven actually did not achieve the global version

play03:59

So when I was working on Wuthering Waves

play04:00

When I started the project, I was very clear

play04:02

I must make the global version the same

play04:03

Why?

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Because actually, when I was working on Punishing Gray Raven

play04:07

I might have this feeling

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But when it is really done

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I think this feeling is very strong

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Because I think the most important part of the content game

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Actually, it is selling content

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Then sell content

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When users come into contact with this content

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Does he feel fresh?

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Did he exceed expectations?

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I think this is very important

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But if you can't make it a global version

play04:24

Then except for overseas

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When overseas users come into contact with these contents

play04:27

It will definitely have a great time-limited wear and tear

play04:31

If this content is from two years ago

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I didn't play it until two years later

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Then it's actually very difficult for you to really hear from the user

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This is the first time he has come into contact with this content

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Is his feedback real?

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So I think for content games

play04:41

Actually, the same version is a must for the whole world

play04:43

It is a must

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Then the second is for R&D

play04:47

Actually, when we were making Punishing Gray Raven

play04:50

there were some small things

play04:52

Actually, for me, how should I put it?

play04:54

It just touched me deeply

play04:55

Before, Punishing Gray Ravenrd did not have the same version globally

play04:57

In comparison, I actually have to invest a small part of the manpower

play05:01

In fact, we often have to synchronize a lot of versions

play05:05

Version transfer

play05:06

Then version localization

play05:08

Then I found that these classmates

play05:09

Basically, after half a year

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He will always come to you and say something

play05:12

It's just that he doesn't know where his future direction is

play05:14

This actually makes me very painful

play05:16

Because I think he actually spent a long time

play05:18

He actually didn't feel the joy of creating content, right?

play05:22

So I think if I want to make a content-based game

play05:25

If I want to invest in such people now

play05:27

If everyone is invested in creating content

play05:31

Wouldn't it be better?

play05:33

But I think the answer is definitely yes

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So I think when I was doing the Wuthering Waves

play05:36

I was also very clear

play05:37

We must let all the manpower invest in the content

play05:41

Try to do less ineffective branch work

play05:46

Yes, yes, and the second is to talk about the current situation and shortcomings

play05:53

Then let me talk about the current situation

play05:55

Before I shared this

play05:57

I took a look

play05:58

The downloads and attention of Wuthering Waves on TAPTAP

play06:01

Then it is close to 8 million downloads

play06:06

The current rating is 6.3 points

play06:08

But when Wuthering Waves was launched

play06:09

The lowest score was 05:03 points

play06:12

The number of Wuthering Waves's global social media fans

play06:14

Now it has exceeded 10 million

play06:17

Just look at the current situation

play06:18

If we look at our downloads and our turnover

play06:20

I think it actually exceeded our team's original expectations

play06:23

But the expected thing is uh

play06:25

Our Kuro has always been in style

play06:26

In fact, the expectations for product development are very low

play06:28

Yes, when I was working on Wuthering Waves for more than 3 years

play06:32

Every time I meet a candidate

play06:34

The candidate will ask me what my long-term expectations are for this product

play06:36

I will answer him very firmly

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I think it's OK as long as we can survive, right

play06:41

Because I think that actually making content games

play06:43

In essence, we still hope to stick to long-termism

play06:46

So at the beginning we still hope that this will be good for user expectations

play06:49

That is, our own team's expectations can be lower

play06:50

When you exceed expectations

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You will actually have stronger faith

play06:53

willing to do it and have a stronger sense of accomplishment

play06:55

willing to continue to do it

play06:57

Then

play06:59

So in fact, the short-term business performance, downloads and users

play07:03

actually exceeded our team's own expectations

play07:06

Then I still hope that our team can pay more attention to

play07:09

the part where we are actually lacking

play07:10

For example, our score on TAPTAP is not very high

play07:13

6.35.3

play07:14

Why is it so low?

play07:15

I think there are a few points that are worth paying attention to

play07:18

The first one is our localization

play07:20

The second one is our plot experience

play07:22

Of course, localization is actually based on the world

play07:24

The second is actually our story experience

play07:25

Our performance

play07:26

Our various work order squeeze

play07:27

Our content quality control

play07:28

We have a lot of bugs

play07:29

Our operations are immature, etc.

play07:31

In fact, these are the reasons why our ratings are not high

play07:36

Yes

play07:36

Then, for a large team, we

play07:39

When encountering these problems

play07:40

How do we solve them

play07:41

How to solve it more efficiently

play07:42

My own methodology

play07:43

When we think that something like performance

play07:46

If we think that performance is actually very broad and important

play07:48

Then I will actually pull up a special line to pay attention to it immediately

play07:51

Then I think something like performance

play07:53

I will also talk about it below

play07:54

That is to say, one of our core methods must be scientific.

play07:58

For example, performance.

play07:59

We actually have a lot of public opinion and cool feedback from the world now.

play08:02

For example, the matter of public relations tickets.

play08:05

We may have more than 100,000 tickets.

play08:07

It may be our performance problem.

play08:08

But performance issues are very scattered

play08:10

It is actually very difficult to quantify it now

play08:11

Which one is the most critical at the moment

play08:14

It is the most important

play08:14

Then how do you

play08:15

How do you focus

play08:17

Actually, this requires some scientific methods

play08:19

We actually did some scientific construction before

play08:21

On some performance monitoring and construction

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All models in the world

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Do we have a platform to pay attention to it

play08:27

The frame rate of each frame

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They are in different maps

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Their CPU consumption

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Their GPTU consumption

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Their memory consumption

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In fact, we have been buying this area before

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In fact, we have not done enough

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So it is also through

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It is also because after the observatory

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We think we need a better monitoring mode

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to quantify all the problems as much as possible

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Only by quantification

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can we know what to do now

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It is the most efficient for users in the market

play08:52

Then for example, localization

play08:54

In fact, we will also do a lot of localization

play08:56

It is not just about grabbing one

play08:58

You go and get it in

play08:59

A classmate who may seem very experienced

play09:02

I think synchronization is something you need to verify

play09:04

You need to verify constantly

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To verify localization

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What kind of quality is the one that satisfies the users

play09:09

So when we develop the internal version

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We will go overseas to find many users

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Try to come in and watch together

play09:15

Hey, each version of our localization

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Do you think there are any problems with this

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Our nouns are translated

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Do you think it is accurate?

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Is it suitable for what we want to express to you?

play09:24

Almost

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Or you may think that our expression is actually wrong

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You actually find it very difficult to experience

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We will use a lot of these special projects to solve the problem

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Then the third one

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Actually, it's about some ideas and directions for the future

play09:38

Yes

play09:38

In fact, we have a creed when making products at Kuro

play09:42

There is actually a creed internally

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Our creed is actually to stick to good gameplay and good content

play09:47

On the matter of fun and good gameplay

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In fact, when we first made Battlefield Twintails

play09:51

Then when we made Punishing Gray Raven

play09:53

Then when we made Wuthering Waves

play09:54

I think there are obvious experiences in all of them

play09:56

All of them are clearly reflected

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We hope to do something that users have never experienced

play10:01

and it is fun

play10:02

For example, when we were making Battlefield Twins

play10:04

We came up with an innovative ballistic gameplay

play10:07

When we were making Punishing Gray Raven

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We came up with a match-3 game.

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When we were working on the Wuthering Waves

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We came up with a gameplay that combines action with the deep sea

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That is what everyone understands as the gameplay of Pokémon

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The essence of what we do is

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We all hope that when we start the project

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We have a set of gameplay that we hope users will play for a long time

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He thinks it's fun

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He thinks he's willing to play it all the time

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The second is what we think is good content

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That is, we hope that what we make is not only about fun gameplay

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At the same time, we have content to convey to him

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We have IP power

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We convey some interesting stories to him in the long run

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Good values ​​and spiritual encouragement

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Then let's talk about the gameplay first

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This is the fun part of Wuthering Waves in the future

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In fact, our general idea is this

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First of all, we think we have a game

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Four major sections

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One is our characters

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The second is our big world

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The third is our deep sea

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The fourth is interaction

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We actually look at interaction in two parts

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One part is the interaction between users

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The second is when the user is playing the game

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He will feel that he is interacting with the world

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For example, when he plays a game, he

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He feels that in this process,

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He interacts with the character

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He has a strong sense of immersion

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He interacts with the changes in the world

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Because he did something

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What did he do?

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What caused the world to change?

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It is the interaction between these two parts

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When we make our products in the future

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We will focus on this direction

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Then how do we combine these four?

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Combine these four labels better

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Then finally use the carrier of the battle core gameplay to penetrate it

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In fact, this is the future gameplay of our product

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I want to keep exploring this matter

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Then the second is actually good content

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Because I actually told you before

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That is to say, when I was working on the Wuthering Waves

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I hope to promote some of the Chinese culture

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cultural core

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or some of the Chinese people's preferences for aesthetics

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to the world

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But in fact, it has been achieved today

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I also hope that it is because of the world view of the Wuthering Waves

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I think it is actually very huge

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It is a phenomenon of sorrow

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It appears in this world and the universe

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So it can be many

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In addition to the Chinese style

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Besides the Chinese region

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It can actually have many other regions

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Then we also hope to

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present it to users in the major versions of each year in the future

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When the Wuthering Waves went to other countries

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In other worlds

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What does it look like?

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The second one is a combination of the first one

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Combined with the point of fun gameplay

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We hope to continue to shape it for users

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Or to provide users with some higher level of interaction

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A more immersive experience

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This immersion must match the script gameplay

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These two aspects are also action-oriented

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The third is actually the character creation that can move people more

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Because in fact, in the current content game, which is already very saturated

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market environment

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We think that character creation will hardly have weaknesses in the future

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We can’t use weaknesses

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We must think about it all the time

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How to make it in every version

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Based on the label of this character

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and the position of this character in this world view to give users

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including the relationship between the character, the protagonist and the player

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to create a character that players are more willing to accept

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a shaping method

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and the last one is actually more scientific

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to satisfy the content of the whole world

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It is indeed a content preference of users all over the world

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This is indeed what we have been doing recently

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In fact, it is a homework that I have been doing all the time

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You will find

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In fact, we made a content that we think is very good today

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Female characters are also good

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Or male characters

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It is in different regions around the world

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Like Japan, for example

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Like South Korea

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Like the United States

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Like China

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In fact, everyone's reaction

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and the data it presents are very different

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Yes

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For example, we made a

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For example, our European

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Our first version of the Bedrock character

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Then we can clearly feel the Bedrock character

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It is in this region of China

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It is in Japan and in the United States

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The data it presents is very different

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Based on these differences

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In our future versions

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How do we adjust its proportion

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How do we design it

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How to shape it

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This is what we need to focus on now

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A question

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Then we also hope to find out through more data mining

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Every week's meeting

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Our future version content and version planning

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How should we do it?

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It can better enable users around the world to unlock

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Yes

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Then finally, let's talk about it

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It's about making an open world and global development

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In fact, we think it's a very cool thing

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Why is that?

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Because I think the open world itself is actually a frame

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It can hold anything

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This is very important for our entire R&D team

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It is a very motivating direction

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That is to say, if we think there is a way to play that is good today

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Then we are in this

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How come we can always think of some ways and methods

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Let it appear reasonably in this place in the open world

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It can provide users with some very different experiences

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At the same time, it can provide some great challenges for our development team

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Then I think this is actually the framework of the Wuthering Waves

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I think long-term operators are good for the team

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for users

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for long-term operations

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a very good guarantee

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Yes

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Then the second one is

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In fact, the two students who just shared also talked about it

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It is indeed often said in our team

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I hope we are a long-term

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content service game that can do a good job in the long run

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If you want to achieve this point

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In addition to a scientific method

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You also need to have a correct mindset

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I think the correct mindset is to love you and the players

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You need to love your game

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You need to love your team

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Only if you do these three points

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can you really have a good mentality

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be in a good state to do the game business in the long run

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this is what I brought today

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thank you all

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thank you Solon for the wonderful sharing

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