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Interview with Purple Dragon Game CEO Wang Yi: After holding back 2 years of big moves, we want to do the No.1 of the mobile game RPG to talk about "Heaven and Earth Robbery": "The research and development process is difficult and difficult" to talk about the project: "The essence of a good game is to create popularity" Talk about the industry: Benchmarking "Original God"? There is no need to be reluctant

Interview with Purple Dragon Game CEO Wang Yi: After holding back 2 years of big moves, we want to do the No.1 of the mobile game RPG to talk about "Heaven and Earth Robbery": "The research and development process is difficult and difficult" to talk about the project: "The essence of a good game is to create popularity" Talk about the industry: Benchmarking "Original God"? There is no need to be reluctant

After releasing 5 best-selling top 5 games, the Purple Dragon game has been broken in the past two years.

From 2019 to 2020, not counting the sea, in China they only released a game "Qiyuan Goddess". According to CEO Wang Yi's words: "The market competition has become like this, and if you don't face it again, it feels a little outdated." And "Heaven and Earth Robbery: The Return of the Ghost City" (hereinafter referred to as "Heaven and Earth Robbery") is their first product to return to the stage.

Battle video of Heaven and Earth Robbery

GrapeVine has previously reviewed, compared to "Dream Simulation War", "Heaven and Earth Robbery" has made a substantial iteration in art, plot and gameplay structure. Now that it has undergone two tests, it still maintains a TapTap score of 9.2 and a good game of 9.1 points. In wang yi's words, "It will be the No. 1 in the mobile game RPG."

Interview with Purple Dragon Game CEO Wang Yi: After holding back 2 years of big moves, we want to do the No.1 of the mobile game RPG to talk about "Heaven and Earth Robbery": "The research and development process is difficult and difficult" to talk about the project: "The essence of a good game is to create popularity" Talk about the industry: Benchmarking "Original God"? There is no need to be reluctant

To tell the truth, "Heaven and Earth Robbery" is beyond my judgment of the Purple Dragon's research and development ability. How did a distribution company that had just been established for 5 years suddenly make a product of this quality? What is their project establishment and R&D idea? How does Wang Yi understand the current game industry?

<h1 toutiao-origin="h2" > about "Heaven and Earth": "The research and development process is difficult and difficult."</h1>

Grape Jun: This interview is mainly for "Heaven and Earth Robbery"?

Wang Yi: The game is almost time for publicity, and I feel ready.

Grape Jun: This should be the most important product of your two years. What about what to expect from it?

Wang Yi: I personally think that in some ways, it will be the No. 1 in the mobile game RPG. Judging from the current market's acceptance of game diversification, it should be worth looking forward to.

The emergence of Fantasy Sim Warfare in 2018 was epoch-making, when core users were hungry for battle board games. After more than two years, "Heaven and Earth" faces even greater challenges. But I think the user base of "Heaven and Earth Robbery" is wider, the product has made its own characteristics, and judging from the previous test data, it will even perform better.

Interview with Purple Dragon Game CEO Wang Yi: After holding back 2 years of big moves, we want to do the No.1 of the mobile game RPG to talk about "Heaven and Earth Robbery": "The research and development process is difficult and difficult" to talk about the project: "The essence of a good game is to create popularity" Talk about the industry: Benchmarking "Original God"? There is no need to be reluctant

Grape King: When was "Heaven and Earth Robbery" projected?

Wang Yi: Very early. Not long after the development of "Fantasy Simulation War", we cooperated with Zhiguan on this project to think about what kind of game to make.

GrapeVine: Take this IP because you like it yourself?

Wang Yi: I don't rule out this factor, and I talked to Zhiguan about this matter for two years. In terms of gameplay, we actually thought about what to do for a long time.

The entire series of "Fantasy Simulation War" is wargame, and it is reasonable to do wargames. But "Heaven and Earth Robbery" only "Divine Demon Supreme Legend" is a wargame, the remaining two generations are orthodox RPGs, it is not so logical to do wargame, there is indeed a risk here.

Interview with Purple Dragon Game CEO Wang Yi: After holding back 2 years of big moves, we want to do the No.1 of the mobile game RPG to talk about "Heaven and Earth Robbery": "The research and development process is difficult and difficult" to talk about the project: "The essence of a good game is to create popularity" Talk about the industry: Benchmarking "Original God"? There is no need to be reluctant

The original work of "Heaven and Earth Robbery"

So if you want to do wargame, you need to think of many reasons to convince everyone, including myself. For example, turn-based and wargames are only forms of expression, RPG is the core; many well-known series of sequels will also use wargames to play, like Final Fantasy... In fact, in the end, you still have to build confidence in yourself.

Grape Jun: You have set up two wargames in one go, what if this category is not very good? Wouldn't it be stressful?

Wang Yi: At that time, "Dream Simulation Battle" did a small-scale test, and the reputation was very good, and we were not worried that there would be problems with wargames. But then the dream battle was done too well, and the pressure of "Heaven and Earth Robbery" became very great.

"Fantasy Simulation War" actually innovates the rules of wargames in a real sense, such as adding a guard mechanism that almost all wargames do not have, solving the problem of combat fun. On this basis, if the change of "Heaven and Earth Robbery" is not enough, the player will lack freshness and even scold you for changing the skin.

Finally, we added a new combat mechanic, refactored the skill system, comprehensively enhanced the narrative and performance of the RPG, and greatly improved the quality of the product, which was still tuned until this year. Many of the players who took part in the test would say that Sky And Earth has redefined the ceiling of the wargame.

Interview with Purple Dragon Game CEO Wang Yi: After holding back 2 years of big moves, we want to do the No.1 of the mobile game RPG to talk about "Heaven and Earth Robbery": "The research and development process is difficult and difficult" to talk about the project: "The essence of a good game is to create popularity" Talk about the industry: Benchmarking "Original God"? There is no need to be reluctant

Grapevine: Sounds like a big challenge for planning.

Wang Yi: The original work of "Heaven and Earth Robbery" is a very profound expression of traditional Chinese culture, and there are some words in it that I may not be able to understand, such as the equipment is called "and body", and the skill system is called "five internal connotations"... But the planning team studied the original world view very thoroughly, and then recreated it on this basis.

The emotional release of "Dream Simulation War" is very direct, and the story is easy to understand. But the plot of "Heaven and Earth Robbery" may be more in-depth, as the player said, half of the characters in it are "playing the machine front" - you may have this feeling in Gu Long's novel, and even a passerby character will feel unpredictable.

I think playing "Heaven and Earth" feels like watching a full-length American drama, it is a group portrait narrative, coupled with TVB voiceover, a bit brain-burning, but very good to watch.

Interview with Purple Dragon Game CEO Wang Yi: After holding back 2 years of big moves, we want to do the No.1 of the mobile game RPG to talk about "Heaven and Earth Robbery": "The research and development process is difficult and difficult" to talk about the project: "The essence of a good game is to create popularity" Talk about the industry: Benchmarking "Original God"? There is no need to be reluctant

GrapeVine: Now every team says to pay attention to the plot, but from the result, it seems that there are not many people like you who pay so much attention.

Wang Yi: Card games are very character-oriented, but not many people know the characters in "Heaven and Earth". It is also not a Japanese two-dimensional element, and it is not easy to set close to the fashion. It is necessary to have a strong story to make the charm of the character, so that each character has flesh and blood and can be remembered by the user.

The most difficult part of doing the plot is that people can't see the direct benefits, so they are not willing to invest. Everyone says that the plot is important, but in fact, the plot is just the icing on the cake for them. For us, the plot can determine the life and death of the game, so our commitment is very high.

Interview with Purple Dragon Game CEO Wang Yi: After holding back 2 years of big moves, we want to do the No.1 of the mobile game RPG to talk about "Heaven and Earth Robbery": "The research and development process is difficult and difficult" to talk about the project: "The essence of a good game is to create popularity" Talk about the industry: Benchmarking "Original God"? There is no need to be reluctant

Conversation options

GrapeVine: Let's talk about art, to be honest, I didn't expect you to be able to make such qualities.

Wang Yi: Hey, art is also very difficult, the development process of "Dream Simulation War" is actually relatively smooth, but the development process of "Heaven and Earth Robbery" is difficult and difficult... The art prototype alone was made for a year and a half.

Grapevine: A year and a half?

Wang Yi: It is a constant modification to start over: the style of standing painting, the specifications of modeling, and the details of battle expression are difficult to determine... The process is arduous.

Interview with Purple Dragon Game CEO Wang Yi: After holding back 2 years of big moves, we want to do the No.1 of the mobile game RPG to talk about "Heaven and Earth Robbery": "The research and development process is difficult and difficult" to talk about the project: "The essence of a good game is to create popularity" Talk about the industry: Benchmarking "Original God"? There is no need to be reluctant

The footage of "Heaven and Earth Robbery" is well done

Grapevine: What styles have you tried?

Wang Yi: I have tried any style, traditional martial arts, popular two-dimensional, and even American cartoons... The style of the original "Heaven and Earth Robbery" is very tough and not suitable for direct application. But if it is done out of its essence, the fans of this IP will not agree, and it took a long time to determine the current standard. And the action. Our combat animations are done according to the performance effects of the action game.

Interview with Purple Dragon Game CEO Wang Yi: After holding back 2 years of big moves, we want to do the No.1 of the mobile game RPG to talk about "Heaven and Earth Robbery": "The research and development process is difficult and difficult" to talk about the project: "The essence of a good game is to create popularity" Talk about the industry: Benchmarking "Original God"? There is no need to be reluctant

The original character of "Heaven and Earth Robbery" is painted

Grapevine: How would you describe its art style now? Some people say that it is the second dimension of the national wind.

Wang Yi: Its Chinese style is very distinctive, it does not do deliberate Japaneseization, and it also has some exotic atmosphere. There should be no similar example in China, and the temperament may be a bit like "Devil's Blade".

At present, this art style is very popular with young users, for whom "Heaven and Earth Robbery" is a brand new work.

Interview with Purple Dragon Game CEO Wang Yi: After holding back 2 years of big moves, we want to do the No.1 of the mobile game RPG to talk about "Heaven and Earth Robbery": "The research and development process is difficult and difficult" to talk about the project: "The essence of a good game is to create popularity" Talk about the industry: Benchmarking "Original God"? There is no need to be reluctant

Grape Jun: After 3 years of research and development, how high is your cost?

Wang Yi: I am not very good at the moment to define the final cost, but it is definitely a lot more than the earliest budget, at least doubled.

Now the picture is the most direct requirement of most users. And this "good" is not a pile of numbers, such as how many thousands of faces, it is a kind of sensory pleasure, a more comprehensive embodiment.

Interview with Purple Dragon Game CEO Wang Yi: After holding back 2 years of big moves, we want to do the No.1 of the mobile game RPG to talk about "Heaven and Earth Robbery": "The research and development process is difficult and difficult" to talk about the project: "The essence of a good game is to create popularity" Talk about the industry: Benchmarking "Original God"? There is no need to be reluctant

The level selection interface of Heaven and Earth Robbery

Grape Jun: Many people think that doing art is to throw money, money arrives, people arrive, details arrive, and naturally they can be piled up.

Wang Yi: If that's the case, it's still simple. Money is only a guarantee, it also involves the creator's aesthetics, professional technology, project management capabilities and the construction of the company's related middle office. The foundation is not enough, and no amount of money can be converted into quality, or the efficiency is very low. Because you don't digest enough money.

And if the light is achieved by technology, but the aesthetic is not reached, the final effect will be strange. Of course, if you can find a direct benchmark to imitate, the direction may be clearer. If you create your own, it will be very difficult.

GrapeVine: Who do you think "Heaven and Earth Robbery" is targeting? Or who are its competitors?

Wang Yi: I don't really want to set up any specific competitors. Now is the era of traffic competition, many people's concept of competitors is completely wrong: if your product is taken by the user and benchmarked with another product, and your quality can not completely exceed it, you will be very dangerous. And this transcendence is not for you to feel, it is for users to feel.

At the moment, I think Sky Raider is a game with head appeal, it's unique enough, and there's nothing to compare.

Interview with Purple Dragon Game CEO Wang Yi: After holding back 2 years of big moves, we want to do the No.1 of the mobile game RPG to talk about "Heaven and Earth Robbery": "The research and development process is difficult and difficult" to talk about the project: "The essence of a good game is to create popularity" Talk about the industry: Benchmarking "Original God"? There is no need to be reluctant

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Grape Jun: In the future, will you do projects that are similar to the logic of "Dream Simulation War" and "Heaven and Earth Robbery"?

Wang Yi: I am also thinking about this question. Both of the products you're talking about actually have original works, but I think ip will help you create and limit your creation.

What is the essence of a good game? Is expected to create pop. Whether the picture is good or not, what is the theme, retention and payment data are not the most fundamental, the key is whether it can impress people and become popular nowadays.

But in fact, all IP is "past tense", and "fresh" is precisely the most important element of popularity. So it's very important to be original, and if you keep coming, I think the competitiveness in the future is incomplete, and you may even fall behind.

GrapeVine: You just said the benefits of only doing originality, but what about the disadvantages?

Wang Yi: Some money is right in front of you, do you want to pick it up? If there is a good IP today that is particularly suitable for you, do you want to do it? I will hesitate now.

Grapevine: Why?

Wang Yi: As I said earlier, things like "comfort zones" will unconsciously erode you. Sometimes you feel like you're accumulating successes, but the real situation may be that you're path dependent. We engage in development, that is, it is not comfortable or not, this feeling will be right.

GrapeVine: Uncomfortable or not? This feeling is a bit counterintuitive.

Wang Yi: Online games are indeed a very good industry, and what has been successful has been too rich. In order to pursue this success, sometimes the conditions will be more relaxed at the beginning. For example, when the project is established, it promises a lot of promotion resources, or high-traffic IP.

I may have said that before, but I won't. Because in the final analysis, it is still up to the product itself to impress users, so the promotion will be more natural.

Interview with Purple Dragon Game CEO Wang Yi: After holding back 2 years of big moves, we want to do the No.1 of the mobile game RPG to talk about "Heaven and Earth Robbery": "The research and development process is difficult and difficult" to talk about the project: "The essence of a good game is to create popularity" Talk about the industry: Benchmarking "Original God"? There is no need to be reluctant

GrapeVine: I also know a lot of projects with less relaxed conditions, but most of them are hung.

Wang Yi: So we also need to look for a little faint but firm light in this dim environment. Placed on "Heaven and Earth Robbery", it is this IP.

It is true that "Heaven and Earth Robbery" does not have much traffic, but is this IP really not helpful? No, if you love her, have been touched by her, and expressed this feeling, that is the best result. Not to mention that this IP has almost no precedent for adaptation.

Since you know that the traffic of this IP cannot let you win, then the only thing that can make you win is absolutely excellent quality, which is the right way to do the game, isn't it?

GrapeVine: This kind of light you are talking about is a bit metaphysical, right?

Wang Yi: If the project establishment logic of a project is too direct and clear, then it is mostly a problem, at least it will be easy to fall into homogenization.

If you want to do something that most people think has a chance, then you can only be faster than anyone. Projects that really work are things that most people don't think of, or think are impossible. This may be the essence of the success of "Heaven and Earth Robbery".

Grapevine: Do you think this idea can be copied?

Wang Yi: I don't try to find a successful methodology anymore. Frankly, some of the conclusions I thought about last year may not be the case this year. I often talk repeatedly.

Interview with Purple Dragon Game CEO Wang Yi: After holding back 2 years of big moves, we want to do the No.1 of the mobile game RPG to talk about "Heaven and Earth Robbery": "The research and development process is difficult and difficult" to talk about the project: "The essence of a good game is to create popularity" Talk about the industry: Benchmarking "Original God"? There is no need to be reluctant

< h1 toutiao-origin="h2" > talking about the industry: benchmarking "Original God"? There is no need to be reluctant</h1>

GrapeVine: Looking back now, how did you feel about 2020?

Wang Yi: Very good, less business trips, more time at home, more time to play games than before.

GrapeVine: Is it stressful?

Wang Yi: Although we did not launch new projects in 2020, our performance was very stable. We've done a lot of overseas distributions this year. For example, the Japan of "Perfect World" and the globalization of "Kaigen Goddess". If you really want to talk about stress, you may have more psychological pressure.

Interview with Purple Dragon Game CEO Wang Yi: After holding back 2 years of big moves, we want to do the No.1 of the mobile game RPG to talk about "Heaven and Earth Robbery": "The research and development process is difficult and difficult" to talk about the project: "The essence of a good game is to create popularity" Talk about the industry: Benchmarking "Original God"? There is no need to be reluctant

"The Goddess of Enlightenment"

Grapevine: Psychological stress?

Wang Yi: In the past year, many peers have done particularly well, we have learned a lot, and we also want to have the opportunity to practice it. The market competition is like this, and if you don't face it again, it feels a little outdated.

Grape Jun: Last year you said you wanted to do several directions: two-dimensional, female-oriented, based on a series of products represented by SLG in the English-language market. Has your view of them changed this year?

Wang Yi: There are some changes, and I found that the previous understanding was very superficial. It's still too crowded, and we still have to do the games we like to make.

Grapevine: You've done a lot of MMOs before.

Wang Yi: Well, we have some experience in this area in the past. To do this, you must first lay a good foundation. The most important thing about MMO is craftsmanship and creation, and you want to shape a fresh world.

Grapevine Jun: Do you think the original numerical gameplay structure of MMO needs to be changed? Now a lot of players are complaining about this.

Wang Yi: Although players will complain, everyone will still try a new MMO, and they don't feel that it is time to completely reform the gameplay. If there is no suitable solution, it is better not to solve it hard.

Grapevine: Many companies are now discussing the issue of transformation. Some people feel that products such as "Original God" are forcing everyone to make changes, such as doing two-dimensional elements, doing open worlds, and making higher-cost games.

Wang Yi: I think we still need to pay more attention to ourselves and pay attention to current and future users, and there is no need to be reluctant.

First, the current users are many, and different companies can find different user groups;

Second, will a game made with a lot of money necessarily be fun and sell well? There are many high-cost visual blockbusters in the Chinese film industry, but not many have been successful at the box office in the end.

Third, if you're not the boss, it's hard to allocate that much resources to a project. In general, it is still necessary to look at these things according to their actual situation.

GrapeVine: What changes in the industry have you been most impressed in 2020?

Wang Yi: It seems that everyone has found that spending money can solve the exposure problem, which will greatly increase the cost of sales. This is also why there has been an opportunity for a change in the policy of channel sharing in the near future – after all, it is still due to more fierce competition.

Grapevine: Do you think this situation is sustainable?

Wang Yi: Since it exists, there will be a certain rationality, and in the end it will be regulated by the market competition environment.

The cost of delivery is not expensive every day, and the cost of different products varies widely. All I can say is that it is normal for products that are not good enough to sell more and more difficult to sell.

Grapevine: Now how do you understand a company's ability to issue?

Wang Yi: Issuing is complicated and simple. When you first start to contact, you will feel very complicated; after doing it for a long time, you will feel that the reason is very simple, there is no threshold, it is all work; finally you have done it long enough, read enough, and you will find that this business chain is very mysterious, and it is indeed not simple.

The whole environment is changing rapidly, although "everything is not separated from its origin", but is it not really difficult to be this "changeable"?

Grape Jun: I heard before that you have a characteristic of doing distribution, and it is rare to waste money?

Wang Yi: Of course not, we have spent too much money unjustly, but we at least have the concept of trying not to waste.

Grapevine: Finally, a personal question. When you first started your business, you said that if the company's grades were still good, you could retire at the age of 40. You're 40 years old this year, have your ideas changed?

Wang Yi: Now I want to continue to do it, at least for another 10 years.

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