2024-08-16
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Reporter | Zhang Yunting
"Abzu" game scene, picture from the official website.
Yi:A game can be played for 5 years and keep users playing for such a long time. What specific things need to be done behind the scenes?
Chen Xinghan:People will not waste time on something that has no value to their lives. If it is a pure game, it is impossible to play it for 5 years. I saw some early iOS players who were online for 10,000 hours, 2,000 hours a year, and 45 hours a week, which is equivalent to the time of a full-time job. What they really do is communicate with people - the average number of messages sent by each person in Sky is 35 to 40 per day. This average rate is the same as chat software such as What's App. So it is actually a chat software, but some people chat more and some people chat less.
Yi:Are you worried that the move from a pay-to-play game to a free-to-play game is a sign of a loss of independence?
Chen Xinghan:If you mean from a single-player game to a multiplayer game, you may see that the artistic expression becomes less pure due to the involvement of other players, which is also some of the concerns of the industry in the early days. But in fact, multiplayer games themselves are interactions between players. It is an expression and a special medium. In single-player games, designers can choose what the player inputs and what the output is, and use this method to design the content of the game. But once there are multiple people in the game, you will consider what one player does and what another player will receive. It is a more challenging thing.
Yi:Sky has strengthened its social attributes over the past five years. Is it because it sees the social needs or is it for user stickiness?
Chen Xinghan:Actually, it is the other way around. When I was making this product, I wanted to connect people emotionally. Just having a meeting with someone or having a meal with them every day is not an emotional connection between people, but an exchange. So what is a genuine human connection? It is when both parties open up the soft part of their hearts to the other person. After communicating, one person listens, tries to understand, and opens up himself, while the other person feels that he is heard, cared for, and recognized. After this interaction, both parties will feel that the world is particularly beautiful and that they recognize themselves more. This is called a human connection. This society is a very lonely society. Although we see a lot of information every day, the communication of this information is like putting a badge on our shoulders or putting gold on our faces, and it does not really make you feel that you are not lonely. Being understood, recognized, and listened to by others makes you feel that you are not lonely.
The friendship scene in the game "Sky".
Yi:In the specific game settings, how to solve this kind of loneliness?
Chen Xinghan:When we were making our previous game, Journey, we were already thinking about how to make two players not fight and compete with each other, but become two individuals with tacit understanding, friendship, and mutual bond. At that time, we found that it was important for two people to open their hearts and share some of their misfortunes with each other. Another most important thing is that when people are strong, they will not desire to connect. Both parties should feel very small. Imagine if you are standing on a busy commercial street and try to talk to anyone, they will think you are a liar because everyone is busy getting promoted and making money. But if you are put in a deep mountain, you walk in the mountain for an hour without seeing anyone, and you are a little scared. At this time, you see another person coming up the mountain, you will greet him without hesitation. Then you will tell him that I seem to have heard a wolf howling before, you should be careful. In this very small situation, you hope to rely on each other to survive, or rely on each other to give each other warmth.
Yi:So in "Sky" do you deliberately create some contrasts or difficulties?
Chen Xinghan:Yes. For example, in the United States, we hug each other every time we meet, but it is actually a very hypocritical hug. Because when I hug, I don't touch others, it becomes a courtesy. But in the game, we set the protagonist of the game to be a child, and when he hugs, it is full of energy and a real hug. I think the feeling of this hug is the same as greeting in real life. Interestingly, our sound designer is a Japanese. In their country's culture, people greet each other by bowing instead of hugging. It was after he hugged in "Sky" that he felt that people could have such strong emotions.
Yi:When you were making "Journey", you wanted to create a weak social experience, but in today's more extreme social network environment, you strengthened the social attributes.
Chen Xinghan:After doing this for so many years, I have more confidence. At that time, I was very afraid that if a voice or chat function was introduced, the social interaction might collapse. Now, I have made various attempts and feel that I can do better. For example, the message board in Sky has been revised recently. Not only can your friends see and like it, but public comments are also open. At that time, everyone in the company opposed me, saying that the trolls on Facebook trolled in places like this, and this is the most toxic setting. But I think that when a person says I understand you, its emotional value far exceeds a like. Why don't we give players more emotional value feedback? In order to convince my colleagues, we first tested it on Beta, and the results seemed very successful.
Yi:What is the design concept?
Chen Xinghan:Traditionally, if you want a player to go in a certain direction, there are two ways. One is to put a pole in front of you with a carrot hanging on it, as an inducement. If you are nice to others, I will give you this prize. The other is to report you. If you are not nice to others, I will beat you to death. But both methods have great flaws. When there is no carrot in the inducement, you will not be nice to others. In the latter case, you will be mean to others when you are not seen. We have a core design that I call "universal gravity", which is to show the post to the player's friends before showing it to the world. If his friends have no problem with it after reading it, we will open it to a small number of people in the world, and then to 1 million people. If they all like it and say that this thing is good, then we will send it to the world. Facts have proved that its results are very positive.
Yi:How does the game balance itself in terms of players and mechanisms?
Chen Xinghan:In the game itself, if there are some bugs, we tend to fix them if they affect other people's normal gaming. If they don't affect other people and they still say it's fun, we won't delete it.
Yi:Why did you change from paying for others to a model where you can also pay for yourself?
Chen Xinghan:We found that when everyone is altruistic, all payments become transactions between each other. This can be understood as when everyone is superhuman, no one is superhuman. At that time, we implemented in the game that players cannot buy anything by themselves, and must rely on others to give it to them. At this time, they used gift-giving as a transaction between each other, but gift-giving is a very delicate social relationship, and it cannot be forced.
In order to make a person feel that the gift given by others is sincere, we must create an environment where the gift is a sacrifice - he wants this thing very much, or this thing has a lot of value to him, and then he gives it away. In this case, the setting of selfish purchase must appear, because without selfish purchase, there is no preciousness of altruism.
I initially set up a season ticket, which costs $9.99 to buy on the international server, $19.99 for three tickets, and the other two tickets are actually half price. This setting is to encourage you to give the remaining two tickets to your friends. At the beginning, many people said it was great, but then it changed, and it became that they were not friends at all, and Xianyu made up the order or the black market appeared. So later we added a gift setting. Originally you could buy clothes for yourself, and now you can buy them for others, but the price is the same. At present, 20% of purchases are given to others, and one in four people is altruistic.
Yi:Is it also due to the profit pressure in operations and costs?
Chen Xinghan:I don't think it's pressure, but I hope that if someone pays, he or she will feel proud of it. For example, you won't admit that you spent 200 yuan in a game to surpass your friend's level, because it feels like cheating. You also won't admit that you spent tens of thousands of yuan in a game and then beat another person to death, because it's unfair competition. When you spend money, there is a list behind every purchase. I hope that this kind of consumption is full of warm and positive emotions. So when it comes to payment, we will consider how to influence a person to pay.
Yi:At present, what kind of paid positive emotional guidance settings do you think are more successful?
Chen Xinghan:For example, we have a swing on Valentine's Day. This swing is more expensive than a piece of clothing or ordinary things. But after buying it, he shared it with another person, so no one has ever complained about it. When we set prices, we evaluate the behavior we hope to see.
Yi:Do you have a dedicated employee behind this who makes user decisions, or do you do that?
Chen Xinghan:Designers have been discussing this all the time, because none of us are experts. We spend more time discussing internally how to evaluate this thing and what it should feel like.
Yi:When debating, will it be based on the consumption behavior of existing users, or will it discuss more social psychological issues?
Chen Xinghan:It is definitely based on our predictions of the possible thoughts and emotions of game players. After the analysis, I think I will think this way or that way, and then we debate with each other, for example, your idea is actually extreme, more people will think this way, and so on.
Yi:In order to maintain TGC's current operation, will you set a safety value for your revenue and company size?
Chen Xinghan:The size of a company is indeed proportional to its profit. At present, our revenue is greater than our expenditure. But we will not over-expand. During the epidemic, our growth was not too fast, so we did not experience a wave of layoffs. As for the specific upper limit, we are still a very conservative company.
Yi:The new product promotion and in-app purchase methods currently adopted by "Sky" seem to be not much different from ordinary MMO games. Are you worried that it will lose its spiritual core?
Chen Xinghan:No. Of course, I have also considered such a question, but I think the key is to release a game on mobile phones. If it is free, then its business model must be different from the pay-for-play model. I think the pay-for-play model is more suitable for selling the game as a complete work, while the free service model is to continuously polish and maintain the game, which has both advantages and disadvantages. I believe you also know that after George Lucas finished filming the "Star Wars" movie, he always regretted those shots in it, and only changed them with CG when the DVD was re-released later. But if it is a service game, I can modify it every few weeks. Now almost 90% of the games on mobile phones are based on such a business model. This business model itself cannot make a work of art become not a work of art. The key is to consider its own emotional tone when choosing a business model, whether it is in line with the emotional content you want to make. If it does not meet the requirements, it will create a sense of alienation and break a perfect work of art.
Yi:Let's talk about the changes after the epidemic. After the epidemic, it seems that having a complete world view and values has become a trend in many game designs?
Chen Xinghan:During the pandemic, many game companies made a lot of money. After making more money, in order to protect their current status, they began to put money back into the quality of content. So they began to think about what the background of the world is like, what characters there are, and write a story. But what I want to say is that there is no relationship between a good game atmosphere and a story. The core is still design, and it is every detail of the interaction that makes people begin to slowly feel and change.
Yi:What you just mentioned about “people feeling powerful” seemed to be true in the positive era before the epidemic, when people felt they could do anything.
Chen Xinghan:I call that era the golden years. It's when we become adults, no longer restricted by society and parents, no longer restricted by school, and can do anything. I can be president or an astronaut, my body is at its peak, and I am the most beautiful. But after you have a child, or when you are over 40, you will feel that your body is not as good as before, and you will start to think that not everything is so optimistic. You have to make a choice, what should you do now? What can you leave behind before your body is completely gone, when your child is slowly replacing you.
While working on Journey, I discovered that people have a kind side and a dark side. But our environment forces us to magnify something in our hearts. When I started working on Sky, I thought, since I could do it in Journey, why not try to show more of the good side of human nature in a free online game?
In "Journey", a certain journey is set as the golden years of life.
Yi: Sky has been around for 5 years. Do you think this approach of creating a good environment for people has been successful?
Chen Xinghan:I am a designer, and I believe that people's behavior is caused by the responsibilities given to them by the environment. First of all, we cannot regard people as purely bright beings, because the darkness of human nature must exist. You have to keep doing bright things, silently and everywhere, and don't expect that one action can change the whole world. As long as you can change enough people, even just one person, you will be successful. I hope we can provide a blueprint in the game to help people release their good side. In the game, the relationship between people is different, and everyone can see and touch it. Although the game is not a place that is not respected, I can use this place to try some different designs. When enough people have played it, they will ask why it can't be like this in reality?
Yi:How deep can the communication in the game reach? After all, it is a virtual environment.
Chen Xinghan:For example, among the romantic oil painters, they wanted to paint a beautiful sun, but the sun was much brighter than any other pigment. In order to capture this feeling, they began to use green pigment next to the red sun. The sky is not green, but they used green pigment because green is a reflection of red, so the red sun feels brighter. Artists are using different exaggerations and techniques to capture, and they personally experience a real feeling. This is actually a lie, because in reality you would not use such colors and behaviors. We are the same, using so many exaggerations to capture a real feeling. So what you feel here may be even stronger than the real world.
The game design of "Sky" hopes to alleviate the loneliness of gamers.
Yi:Is it possible to solve the loneliness of such people in real society simply by shaking hands, hugging or something else?
Chen Xinghan:I don't think this is a solution, because digital things are never real things. But you can have specific cases. In the five years of Sky, I received many wedding invitations, and they were international. Many players would tell me in person or in letters that if it weren't for this game, they would no longer be in this world. I was very moved when I saw it, but I couldn't express that emotion in words.
Yi:The post-epidemic world seems to have fallen into a more extreme, hostile, and single value system. Have you observed such changes in the gaming world?
Chen Xinghan:In fact, what I heard the most during the epidemic was not extremism, but depression, because many people in Sky felt that they were already depressed. When I was making the next game, I was thinking about what I could do for these people. Because in the stories I heard, some people did meet someone who was willing to listen to them, and felt that the world had not completely abandoned them, and were willing to try to stay. But I also know that others are still struggling in pain. This is my biggest feeling after the epidemic, thinking about how to help the latter.
Yi:What kind of game do you plan to make next?
Chen Xinghan:I hope that in this game, even if he has lost all demand for him in the real world, at least when he is playing this game, there are people who need him. I hope this kind of help can be more direct than Sky.
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