欢迎来到内容工业化时代:从你玩过的米哈游游戏说起 | Welcome to the Era of Content Industrialization: Starting from the MiHoYo Games You've Played
你有没有过这样的经历:周一刚打开《原神》下载完3.7版本更新的42个G包体,周三刷B站就已经有UP主做完了新角色“宵宫”的满命满精攻略,周五放学和同学聊起新剧情里草神与散兵的世界树对话,对方已经能给你逐帧分析台词里的伏笔?如果你有过类似的体验,那你一定感受到了米哈游内容工业化的恐怖效率——这种同时支撑3款旗舰游戏稳定42天一次大版本更新、每次更新内容量相当于传统单机游戏全部体量的能力,正是内容工业化(Content Industrialization)最直观的体现。
Welcome to the Era of Content Industrialization. If you’ve ever experienced the scenario above, you’ve already felt the power of MiHoYo’s content industrialization system: the ability to support 3 flagship games with stable major updates every 42 days, where each update contains as much content as a full traditional single-player game, is the most intuitive manifestation of content industrialization.
要理解这个概念,我们不妨先从你熟悉的两种生产模式说起:你玩过的手游、看过的动漫、读过的网文,背后的生产模式基本可以分为两类:一类是「手工作坊模式(Craft Workshop Mode)」,一类是「流水线模式(Assembly Line Mode)」。两种模式的差异,就像你手工叠一只纸飞机和工厂生产一架民航客机的区别:前者靠个人手艺,一年能做几十只,每只的飞得远近全看当天的手感;后者靠标准化流程,一年能生产几百架,每架的飞行安全都符合统一标准。
To understand this concept, let’s start with the two production modes you’re familiar with: the mobile games you play, the anime you watch, and the web novels you read basically fall into two categories: Craft Workshop Mode and Assembly Line Mode. The difference between the two is like the difference between folding a paper airplane by hand and a factory producing a commercial airliner: the former relies on personal skill, can produce dozens a year, and how far each flies depends entirely on the day’s condition; the latter relies on standardized processes, can produce hundreds a year, and every unit meets unified safety standards.
一、手工作坊模式:你玩过的老游戏,为什么更新慢还容易跳票?
在很长一段时间里,全球的游戏行业都处于手工作坊模式阶段:一家游戏公司可能只有十几个甚至几个人,从创意到落地全流程由同一个团队负责。比如2012年上线的国产单机《仙剑奇侠传五》,研发团队仅20余人,耗时2年才完成全部内容,期间多次跳票,上线后还因为bug太多连续更新了3个月才稳定。这种模式的核心特征是“全链路依赖核心创作者”:如果负责剧情的策划离职,整个剧情就要推倒重写;如果负责特效的美术生病,特效进度就要拖后一个月。
For a long time, the global game industry was in the Craft Workshop Mode: a game company might have only a dozen or even a few people, with the same team responsible for the entire process from concept to launch. For example, the 2012 Chinese single-player game *Chinese Paladin 5* had a R&D team of only about 20 people, took 2 years to complete all content, was delayed multiple times during development, and required 3 consecutive months of updates after launch to fix bugs. The core characteristic of this mode is "full-chain dependence on core creators": if the planner responsible for the story leaves, the entire story has to be rewritten; if the artist responsible for special effects gets sick, the special effects progress will be delayed by a month.
这种模式在游戏行业刚兴起的时候是主流,因为当时的技术门槛低,一个小团队就能做出一款完整的游戏。但随着玩家对内容量的要求越来越高,手工作坊模式的缺点也越来越明显:
- **产出效率极低**:一个团队一年最多能做1-2款游戏,每款游戏的内容量最多支持玩家玩几十个小时,玩完之后就要等好几年才有续作;
- **质量不稳定**:因为全流程由少数人负责,很容易出现“策划和美术对不上、剧情和玩法不匹配”的问题,上线前还要花大量时间改bug;
- **难以规模化**:如果团队想同时做2款游戏,就要分成两个小组,每个小组的人数不够,反而会拉低效率,最后可能两款游戏都做不好。
This mode was mainstream when the game industry first emerged, because the technical threshold was low at that time, and a small team could make a complete game. But as players’ demands for content volume increased, the drawbacks of the Craft Workshop Mode became more and more obvious:
- Extremely low production efficiency: a team can produce at most 1-2 games a year, and each game can only support players to play for a few dozen hours at most, after which they have to wait a few years for the sequel;
- Unstable quality: because the entire process is responsible for a small number of people, it is easy to have problems such as "planners and artists do not match, and the plot and gameplay do not match", and a lot of time is spent fixing bugs before launch;
- Difficult to scale: if the team wants to make 2 games at the same time, it has to be divided into two groups, and the number of people in each group is not enough, which will reduce the efficiency, and finally both games may not be made well.
你如果玩过2010年左右的国产手游,应该对这种模式的产品很熟悉:很多游戏上线之后几个月就不更新了,玩到后面全是重复的内容,要么就是逼你充钱,要么就是直接停服,本质上就是因为这些游戏都是手工作坊模式做出来的,团队没有能力持续产出新内容。
If you played domestic mobile games around 2010, you should be very familiar with products of this mode: many games stop updating a few months after launch, and the content behind is all repetitive, either forcing you to recharge, or directly shutting down the server, essentially because these games are made by the Craft Workshop Mode, and the team does not have the ability to continuously produce new content.
小思考1
你玩过的第一款“烂尾”游戏是什么?你觉得它烂尾的原因,是不是和手工作坊模式的缺点有关?
```mermaid graph LR subgraph 手工作坊模式(Craft Workshop Mode) A[10-20人小团队] --> B[全流程负责1-2款游戏] B --> C[研发周期1-2年] C --> D[内容量支持游玩30-50小时] D --> E[质量不稳定,易出现bug/内容重复] end ```
二、流水线模式:为什么米哈游能同时做3款游戏,每款还能稳定更新?
和手工作坊模式对应的,就是流水线模式,也就是内容工业化的核心生产逻辑。这种逻辑最早来自制造业:19世纪福特汽车公司发明了流水线生产汽车,把造车拆分为冲压、焊接、涂装、总装等十几个标准化环节,每个环节由专门的工人负责,用标准化的零件组装,原来需要12小时造一辆车,现在只需要1.5小时,而且质量还比原来更稳定。
The mode corresponding to the Craft Workshop Mode is the Assembly Line Mode, which is the core production logic of content industrialization. This logic first came from the manufacturing industry: in the 19th century, Ford Motor Company invented the assembly line to produce cars, splitting car manufacturing into more than a dozen standardized links such as stamping, welding, painting, and final assembly, with each link responsible for a special worker, assembling with standardized parts. It used to take 12 hours to build a car, but now it only takes 1.5 hours, and the quality is more stable than before.
米哈游的内容工业化,本质上就是把制造业的流水线逻辑搬到了内容生产里:他们把做游戏拆成了几十个标准化环节,每个环节都有统一的规范、可复用的素材库、专门的团队负责,就像工厂的流水线一样,每个工人(创作者)只要负责自己的环节,不用管其他环节的事,最后把所有的模块拼在一起,就是一款完整的高质量游戏。
MiHoYo’s content industrialization is essentially moving the assembly line logic of the manufacturing industry to content production: they split game development into dozens of standardized links, each with unified specifications, reusable material libraries, and a dedicated team responsible, just like a factory assembly line. Each worker (creator) is only responsible for their own link and does not need to worry about other links. Finally, all the modules are put together to make a complete high-quality game.
我们以《原神》做一个新角色为例,看看工业化流水线和手工作坊的差异有多大:
- **手工作坊模式**:一个策划从零开始想角色的人设,然后找美术画设计图,然后自己写剧情,然后找程序做特效,全程自己对接,遇到问题还要自己改,前后要花12个月才能做完一个角色,期间如果策划有其他项目,还要拖进度。
- **工业化流水线模式**:首先策划组出角色的人设大纲,然后交给专门的角色美术组,美术组按照统一的美术风格规范,3天就能出3版设计图,然后交给文案组写剧情和语音,文案组有现成的剧情模板和台词库,1周就能写完,然后交给技术组做特效,技术组有现成的特效素材库,只要调整参数就能做出符合角色属性的特效,最后交给测试组测bug,整个流程只需要6个月,而且同时可以有10个角色在并行生产,不会互相影响。
Taking making a new character in *Genshin Impact* as an example, let’s see how big the difference is between the industrial assembly line and the Craft Workshop Mode:
- **Craft Workshop Mode**: A planner comes up with the character’s setting from scratch, then finds an artist to draw the design, then writes the plot by himself, then finds a programmer to do special effects, and connects with the whole process by himself. If there is a problem, he has to change it himself. It takes 12 months to make a character. If the planner has other projects during the period, the progress will be delayed.
- **Industrial Assembly Line Mode**: First, the planning group produces the character’s setting outline, then hands it over to the special character art group. The art group can produce 3 versions of design drawings in 3 days according to the unified art style specification. Then it is handed over to the copywriting group to write the plot and voice. The copywriting group has ready-made plot templates and line libraries, and can finish writing in 1 week. Then it is handed over to the technical group to do special effects. The technical group has ready-made special effects material library, and can make special effects that meet the character’s attributes by adjusting parameters. Finally, it is handed over to the testing group to test bugs. The whole process only takes 6 months, and 10 characters can be produced in parallel at the same time without affecting each other.
我们可以用一个简单的公式计算内容生产的效率:假设手工作坊模式下,制作一个完整角色需要的时间为 $T_{craft}$,投入的人力为 $H_{craft}$,则总投入为 $C_{craft} = T_{craft} \times H