游科CEO冯骥:巅峰自信背后隐藏的深思考

发表时间: 2024-09-09 21:51

外网上一篇浏览量近500万的文章,介绍了游戏科学CEO冯骥的历程。

个人觉得不错就翻译了一下,并修改了部分图片、对文中部分错误进行了标注。

个人英语水平有限,所以附上原文,有问题望各位指出

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Feng Ji spent M developing China's first AAA game from scratch. Everyone called it a bold experiment by idealists.

But Feng saw something others didn't.

6.5 years later, Black Myth: Wukong became one of the fastest-selling games in history.

Here’s his game-changing story:

冯骥花费7000万美元从零开始研发了中国第一款3A游戏,大家都说这是理想主义者的一次大胆尝试。

但冯骥看到了别人没有看到的东西。

六年半后,《黑神话:悟空》成为历史上最畅销的游戏之一。

以下是他改变游戏规则的故事:

Black Myth: Wukong shattered sale records, only trailing giants like Call of Duty and GTA.

- 10 million copies sold in 3 days.

- 2 million generated in 2 weeks.

- #2 highest concurrent players on Steam (behind PUBG).

China just proved itself in the gaming big leagues.

《黑神话:悟空》打破了销售记录,仅落后于《使命召唤》和《GTA》等巨头。

-3天销量达1000万份。

-两周内产生收入8.52 亿美元。

-Steam上同时在线玩家数量第二多(仅次于PUBG)

中国在游戏大联盟中证明了自己。

Feng Ji, CEO of Game Science, was your typical gaming addict. His journey started with World of Warcraft in 2005.

In 2005, he gave up grad school, lived in internet cafes, and borrowed money to fuel his gaming addiction.

His WoW fame eventually landed him a game design job.

游戏科学首席执行官冯骥是一名典型的游戏迷。他的游戏之旅始于 2005 年的《魔兽世界》。

2005年,他放弃了考研,住在网吧里,并借钱来满足他的游戏瘾。

他在《魔兽世界》中的名气最终使他获得了一份游戏设计师的工作。

In 2008, Fengji was leading "Asura" at Tencent, coincidentally another Monkey King game.

The game eventually lost it’s way as the focus shifted from fun to revenue.

Fengji believed that games should be “fun first.”

This conflict pushed him to leave and start his own studio.

2008年,冯骥在腾讯负责《斗战神》的制作,巧合的是,这也是一款关于孙悟空的游戏。

但后来此游戏的目标从娱乐转向营收,使该游戏最终迷失了方向。

冯骥认为,游戏应该“好玩是第一位”。

这种冲突迫使他离开并创办自己的工作室。

因为tx内部资源大量向《剑灵》倾斜,《斗战神》团队出的整活视频

In 2014, Feng Ji left with 7 colleagues to form Game Science.

They started with mobile games to pay the bills.

Their first two games ended up as complete flops.

Feng Ji held onto his dream of creating a single-player masterpiece. He was just waiting for the right moment.

2014年,冯骥与7位同事离职,成立游戏科学。

他们开始通过做手游赚钱。 他们的前两次尝试以失败告终。(注:《百将行》和《赤潮》)

冯骥一直怀揣着打造单机大作的梦想,只是在等待一个合适的时机。

冯骥自嘲视频

By 2016, Steam's data showed 1/3 of its active users were from China.

Development skills has caught on. Chinese gamers craved high-quality experiences.

It was clear the market was ready.

Feng Ji said, "We're willing to burn ourselves, but we're not moths flying to the fire.”

截至2016年,Steam的数据显示有1/3的活跃用户来自中国。

研发技术愈发成熟。中国玩家渴望获得高品质的游戏体验。

很明显市场已经准备好了。

冯骥说:“我们愿意燃烧自己,但我们不是飞蛾扑火。”

League of Legends(此处作者笔误,应该是Hero Entertainment英雄游戏不是英雄联盟) saved Feng.

He forged a close bond with Daniel Wu. They became late-night gaming buddies.

In 2017, Wu bet big on Feng Ji's vision, buying 20% of Game Science for .5M.

Despite losses on earlier projects, Wu kept faith.

A true ride or die partner.

英雄游戏救了冯骥。

他和(英雄游戏CEO)吴旦结下了深厚的友谊,他们成为了深夜游戏的伙伴。

2017 年,吴旦对冯骥的愿景抱有很大期望,斥资 850 万美元收购了游戏科学20%的股份。

尽管之前的项目出现亏损,但吴旦依然保持信心。

一个真正的同舟共济的伙伴。

刘伟-米哈游联合创始人,袁菁-沐瞳联合创始人

Feng Ji hated the mobile game model of in-app purchases and endless monetization.

He believed it killed the true essence of gaming.

This resulted to the company splitting into 2 teams.

One team to keep making mobile games, while he moved on to fulfill his single player dream.

冯骥对手机游戏的内购和无止境盈利模式深恶痛绝。

他认为这毁掉了游戏的真正本质。

这使得公司分成了两个团队。

一个团队继续制作手机游戏,而他则继续实现自己的单人游戏梦想。

(勘误:实际上好像是手游团队为单机提供资金支持)

游科手游:战争艺术 赤潮

On February 25, 2018, Game Science takes the plunge into AAA development.

The team went all in. They quit jobs, sold properties, and went 4-5 years without income.

Wu provided additional funding and contributed a "large chunk" of the M budget.

Black Myth: Wukong was born.

2018年2月25日,游戏科学进军3A游戏开发。

团队全力以赴。他们辞去工作,变卖房产,有四五年的时间没有收入。

吴旦提供了额外资金,并贡献了 7000 万美元预算中的“很大一部分”。

《黑神话:悟空》诞生。

Feng Ji’s vision was clear: create a global game rooted in traditional Chinese culture.

- The team read the novel “Journey to the West” 100+ times.

- They visited countless cultural sites.

- Created 1.2 billion models for the Monkey King’s armor.

Authenticity was everything.

冯骥的愿景很明确:创造一款根植于中国传统文化的全球游戏。

- 团队阅读了小说《西游记》100+遍。

- 他们参观了无数文化遗址。

- 制作了12亿个孙悟空铠甲模型。(注:这里没太懂12亿是啥)

真实即一切。

Creating China’s first AAA game was no joke:

The team grew from 7 to 30 and couldn’t find required talent.

They faced challenges in adapting new technologies such as the Unreal Engine.

Wu and Feng called themselves “two drowning rats.”

They were on the brink of failure.

打造中国第一款 AAA 游戏并非易事:

团队从7人扩大到30人,但仍找不到所需的人才。

他们在适应虚幻引擎等新技术时面临着挑战。

吴旦和冯骥称自己是“两只落水老鼠”。

他们濒临失败。

August 2020 was the turning point.

A 13-minute gameplay trailer went viral.

2M views on YouTube, 25M on Bilibili.

• 10,000 job applications

• The team grew to 140 employees

• Tencent bought a 5% stake

What was meant to be a recruitment video became a global sensation.

2020年8月是一个转折点。

一段13分钟的游戏预告片爆红网络。

-油管浏览量200万,B站浏览量2500万

-一万份求职申请(注:好像是两万)

-团队人数增至140人

-腾讯收购了5%的股份

这段招聘视频在全球引起轰动。

梦开始的地方

Fast forward to August 20, 2024.

Black Myth: Wukong launches and shocks the world.

It surpasses Elden Ring, Cyberpunk 2077, CS2 and Palworld in concurrent players.

It received 95% positive rating from 700,000+ Steam reviews.

Even Elon Musk took notice!

快进到2024年8月20日。

《黑神话:悟空》出世,震惊世界。

同时在线人数超过了《艾尔登法环》、《赛博朋克2077》、《CS2》和《香草疾璇鼬(bushi)》。

它在700,000多条Steam评论中获得了95%的好评。

埃隆·马斯克都关注了它!

埃隆·天命人

The game became a cultural phenomenon, bridging Chinese mythology with global audiences.

It inspired others to create games based on mythology and history.

The game even boosted tourism to sites featured in the game by 300%.

Feng created something bigger than entertainment.

游戏成为一种文化现象,为中国神话与全球玩家架起了桥梁。

它启发了其他人创造基于神话和历史的游戏。

这款游戏甚至将游戏中的景点的旅游业提高了300%。

冯骥创造了比娱乐更重要的东西。

山西文旅赢麻了

Feng Ji's success is celebrated as a national pride for China.

But his response? Humble as ever:

"When you are at the peak of confidence, you are also staring at the valley of foolishness."

No time to celebrate. He's already focusing on the expansion pack.

冯骥的成功是中国的民族骄傲。

但他的回应呢?谦逊如昔:

“当你处于自信的巅峰时,你也在直面愚蠢的深渊。”

(注:没找到原话,自己凭感觉翻译的)

没有时间庆祝。他已经在聚焦于资料片了。

翻译自:X @Willie Chou

个人翻译水平有限,望见谅!