In other words, none of the positions are fixed.

Production is carried out in a group mode.

For example, if a project requires the completion of terrain art for a certain area, at Xinghuo, this task is assigned to the art team, which then arranges the manpower themselves.

However, in Genshin Impact, the situation is to create a new group A and then allocate manpower.

They look almost the same.

However, this also left behind potential problems.

This potential problem is not immediately apparent because this approach has indeed solved many issues in the development of Genshin Impact.

But in the future, when miHoYo expands at an even faster rate, reaching 5000 users.

This is an industrialized operation.

It seems that this allows Brother Dawei to manage a project development team of thousands of people all by himself.

However, this also caused two problems.

One is innovation, and the other is accountability.

The former determines the upper limit of the game, while the latter determines the lower limit.

Who is responsible if problems arise? Who is accountable for the final quality?

If a character's development team, from design to appearance in the game, is assembled temporarily from top to bottom, then the character will ultimately not be well received.

So what? They were all pulled into other groups, and the group for this role no longer exists.

The next problem with the lack of accountability is that the leadership loses its pressure, thus creating space for those who take advantage of the situation, and at the same time creating a comfortable living space for many young women.

Because the groups are changed very quickly.

Even if some group leaders discover that there are lazy girls in their groups, the group may be disbanded as soon as the girls are discovered, and they may have already been transferred.

Furthermore, as time went on, some of these young women even became group leaders themselves thanks to their excellent "social" skills.

do not doubt.

The little fairy is just not good at making games.

There are quite a few people who may not understand games but are good at interpersonal relationships.

This is why, in a company with 5000 employees.

It only has three games under its umbrella.

Aside from the original founders, the rest of the development team at miHoYo consists of ordinary people who have been "industrialized" by the company.

In other words, miHoYo has a large market share.

Genshin Impact is indeed very profitable; even raising pigs can support a whole group of people.

Amidst countless praises.

miHoYo's upper management also felt that their "industrialization" was flawless.

Ultimately, all these factors come together.

This led to an increase in the number of players and a certain increase in production capacity for miHoYo, but the quality became increasingly mediocre.

Equal comparison.

Before the scandal broke in 2024, the Mingchao development team had a maximum of 400 people, which was reduced by half after the scandal broke.

It wasn't until just before the public beta launch that a team of around 400 people was restored, thanks to recruiting some members, transferring some from the Punishing: Gray Raven team, and even borrowing some from Tencent.

At the same time, the Genshin Impact development team had around 1000 people.

If so-called "industrialization" is really that magical, then Genshin Impact should be a self-evolving game.

The problem of bloated project staff also exists in Star Railway.

It's just that because the original team behind Star Railroad is still around, the impact on game development isn't that severe.

To put it bluntly, for miHoYo in 2024, thinking about how to lay off employees might be more useful than thinking about how to recruit more people.

The core of "industrialization" should be to make up for the insufficient production capacity of the creative team.

The ideal approach to game industrialization for Chinese game companies, especially those specializing in ACG (Anime, Comics, and Games) games, should be 1+1.

One core team remains unchanged, plus one in-house outsourced team surrounding the core team.

Let's get back to the topic.

At this point, David had not yet felt the negative impact of the "industrialization" of the game industry, after all, the team of several hundred people was still under his management.

Furthermore, since everyone is still in a phase of "sharing weal and woe," they are able to work together towards a common goal.

but.

Due to the suppression of the sparks.

David had no choice but to start looking for the cause internally.

Both projects were initiated at the same time, both were large-scale worlds, and both had a similar number of developers; Dawei also played "Galaxy Paradise".

The two games are vastly different in terms of completion.

At least based on the current demo.

Genshin Impact is really just a demo, while the first two chapters of Galaxy Paradise only need minor optimization and feel like they're ready for release.

This is like two students.

They were learning the same knowledge point together, but Xinghuo finished learning it in half an hour and scored 90 points on the test.

Mihoyo also studied for half an hour, but before he had even finished reviewing the knowledge points, he was pulled in to do a test and scored 70 points.

It’s not bad though.

But David couldn't help but wonder, could there be something wrong with my approach?

Chapter Sixteen: Penguins' Political Correctness!

Besides the issue of development efficiency.

Dawei felt that many development details also needed urgent communication.

"Should we lay out a framework for our home system in advance?"

"Furthermore, players are also very dissatisfied with the fact that we have to spend money to obtain our weapons through a lottery."

Should the weapon system be modified?

"We can't change it, and besides, how can we change it now?"

"How about changing it to give away characters directly through a draw?"

"Huh? Will that work? Then our only source of revenue will be characters? At least Starfire also has to draw building blueprints!"

"Then let's make architectural blueprints too?"

"How about we try a different approach? Put the unique weapon in the character's personal mission? And we'll only give you the first one; you'll still have to draw for the rest. What do you think?"

"That's a good idea."

"We can also make some changes, lowering the attributes of the weapon itself and increasing the growth of the first life."

In the world of anime and manga games.

There has always been a term.

It's called "blowing to death and reviving".

This means that a game's closed beta version was highly praised by players, but the official launch of the game was met with widespread criticism.

On the contrary, games that were constantly criticized as trash during closed beta testing might actually revive after the official launch.

of course.

This theory doesn't always hold true.

But the principle behind its emergence is actually quite reasonable. The more players praise a company and say that everything about it is good, the more the development team, who are also human, will become complacent and eventually become just getting by.

But if you keep criticizing, the development team will get nervous, start investigating the problem, and start thinking about innovation.

That's how the Genshin Impact project team was at that time.

Because of the existence of "Galaxy Paradise", they were forced to constantly refine themselves.

Whether it's good or bad.

The pressure is definitely at its peak.

The executives spent the whole day discussing Genshin Impact's first closed beta test, identifying dozens of major issues, along with countless minor ones.

Until the end of the meeting.

David wiped the sweat from his brow.

"You wouldn't know until you see it; we have so many internal problems."

At this point, since the meeting had ended, the atmosphere was no longer so oppressive.

An executive responded with a smile.

"In fact, many problems are not problems when viewed individually, but they become problems because Spark raised the standards."

David sighed and nodded.

At this time, another executive also joined the group.

"I really hope that Spark can slow down a bit and wait for the industry to catch up with the companies that can keep up with it. It's making everyone too tired."

Normally

David will definitely criticize this statement.

After all, the message conveyed by this statement is too negative.

But by then, everyone was tidying up the documents, and he was tired too.

He simply patted the executive on the shoulder.

"What do you mean by slowing down Xinghuo? Why can't it be faster for miHoYo?"

At this point, the executive realized he had said the wrong thing.

Say yes quickly.

Once everyone has returned to their respective departments.

David was still pondering that sentence.

Actually, what the person said wasn't wrong.

Spark is like a catfish, forcing all manufacturers who want to get a piece of the pie in the new market of ACG games to put in more effort.

Even to survive, let alone eat meat, one has to fight tooth and nail.

Even he himself had a nightmare last night, dreaming that he was beaten to a pulp during the open beta of Genshin Impact, which led to today's conference.

"I never thought that making anime-style games would be so tiring."

With a sigh, Dawei hurriedly left the conference room.

He still needs to find the other two founders.

Given the current situation.

The Genshin Impact team still needs to expand its recruitment, and new features still need to be added.

After all, judging from the current feedback, it is already quite an achievement that Genshin Impact can outperform Galaxy Park.

This was not his own perception.

Rather, it reflects the shared perception of miHoYo's founders.

After all, in just one day, they have received countless inquiries from around the world—note! not just the whole country, but from numerous well-known investment companies worldwide.

Of course, David would never seek investment at this critical juncture.

No need.

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