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GungHo首席执行官谈《Puzzle & Dragons》的成功原因

发布时间:2013-03-28 11:12:12 Tags:,,,,

作者:Jon Jordan

我们很难确定Supercell和GungHo Online哪家公司更加出色(游戏邦注:它们都位于PocketGamer.biz所评出的2013年50大成功开发商的前5名)。

实际上,这两家分别来自芬兰和日本的公司也具有许多相同点。

它们都拥有丰富的经验,以及非常出色的员工(在过去十年里已经创造了许多出色的游戏);此外它们也都非常重视游戏质量和乐趣体验。

正确的选择

在2013年GDC大会上,我们与GungHo Online的首席执行官Kazuki Morishita展开了交谈。

Morishita说道:“我认为我们具有类似的文化。”尽管作为彻头彻尾的游戏玩家,他也对整个产业具有深刻的了解。

他评价说:“我们曾与艺电和育碧(基于GungHo的主机游戏)合作过。所以我非常尊敬游戏公司并热衷于玩他们的游戏。”

kazuki morishita(from pocketgamer)

kazuki morishita(from pocketgamer)

这也是GungHo为什么不使用像Mobage或GREE等游戏平台的一大原因。Morishita说道:“如果使用这些平台便更像IT公司而不是游戏公司了。”

“索尼,微软,任天堂,苹果,谷歌和亚马逊都是我们的平台合作伙伴。”

热衷玩游戏

尽管运行着日本最成功的手机游戏公司,但是Morishita仍然会每天找时间玩游戏。

现在主要玩的是《战神》,但同时他也仍在玩《合金装备反叛:复仇》,《刺客信条3》以及《杀手:赦免》。

这些都属于主机游戏,而GungHo Online在2011年发行的第一款手机游戏便是基于PC和主机,这要部分归因于Acquire,Game Arts以及Grasshopper等公司所有者。

Morishita说道:“我们希望自己所创造的任何一款游戏都能符合最高的标准。”

“我们能够很自信地说《Puzzle & Dragons》是一款非常优秀的游戏,但对于它的成功我们也的确非常兴奋。”

他补充道:“当然了,其中也不乏运气元素。”

什么运气元素?

这并不是人们想听到的,有关《Puzzle & Dragons》为何能成为第一款拥有高达数十亿美元身价的手机游戏的答案。

在谈到运气方面时,Morishita只做出了简单的说明。

他总结道:“这是直觉和运气的结合。”

他的意思是,直觉是专业知识和经验的融合。值得注意的是,GungHo在2000年代中期经历了一段艰难的发展过程,而部分原因是Morishita的大部分时间都是置于公司CEO的角色上。

而他的解决方法便是回到那些真正重要,并且是自己想做的事情上,即亲自去落实创造性。

GungHo历史上的另一个直觉元素便是运行像《仙境传说》等在线游戏,并制作主机游戏。这便意味着他们既需要努力开发高质量的手机游戏(从图像,音频和描述来看),同时还需要知道如何将游戏当成一种服务而有效运行(主要是在免费世界中)。

这些便是奠定《Puzzle & Dragon》成功的主要元素,当然了,还有运气元素。

这只是一些数字

关于游戏具体的用户数和收益额,Morishita并未多加透露,只是说游戏当前拥有1100多万名玩家。

他说道:“我们相信拥有1100万游戏玩家比他们为什么内容而花钱来得重要。”

同时,本周出现的一则新闻,即SoftBank Mobile的最大股东将投入2.65亿美元增加自己在GungHo Online中的股份这一消息并未让Morishita感到兴奋。

他说道:“没有什么能够真正改变我们的运行方式。这只是一些数字罢了。”

如此,GunHo当前的45亿美元市值在他看来也不是多了不起的事。

他回应道:“我们真正关注的是创造出更优秀的游戏,而不是股份的分配。”

“我们公司的价值不在于股价。如果哪天我们开始担心股价,那么我们的工作和制作游戏方式也会发生改变。”

本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

#GDC 2013: GungHo CEO Morishita on why Puzzle & Dragons’ success isn’t just the revenue

by Jon Jordan

You’d be a brave – or foolish – person to try and decide which is the most impressive; Supercell or GungHo Online.

(Actually I did that already, but all the companies in the top 5 of PocketGamer.biz top 50 developer 2013 are amazing, right?)

More seriously, there are similarities between the Finnish and Japanese companies, though.

Both are massively experienced, with staff who have proven they can make great games for over a decade. Both are laser focused on the quality and fun provided by their game experiences.

The right stuff

And actually, the companies did met up, as GungHo Online CEO Kazuki Morishita revealed through the translation of the company’s US director of production Kenji Hosoi when we spoke during GDC 2013.

“I think we have very similar cultures,” Morishita says, although being a gamer through and through, he’s notably tactful about the entire industry.

“We’ve worked with companies such as EA and Ubisoft [on GungHo's console games]. I respect gaming companies and love playing their games,” he comments.

Kazuki Morishita in playful mood with dragon friend

As aside, that’s one reason GungHo won’t be using gaming platforms such as Mobage or GREE anytime soon. “They are more like IT companies than games companies,” says Morishita.

“Sony, Microsoft, Nintendo, Apple, Google and Amazon are our platform partners.”

A game a day

Indeed, despite running the most successful mobile games companies in Japan (if not the world), Morishita still ensures he plays games every day.

Currently on God of War [Ascension, we presume], he also recently played Metal Gear Rising: Revengeance, Assassin’s Creed III [completed in two days flat], and Hitman: Absolution.

These are all console games, but surprisingly perhaps, until 2011 when it released its first mobile game, GungHo Online was focused on PC and console titles, in part, thanks to its ownership of companies such as Acquire, Game Arts and Grasshopper.

But it’s on mobile, where Puzzle & Dragons is now rumoured to be making over $2 million per day that’s the main subject for our discussion.

“Any game we make, we expect it to be good, of the highest standard,” Morishita says.

“We were very confident that Puzzle & Dragons was a good game, but the success was mind-blowing.

“It had a lot to do with luck,” he adds.

What luck?

That’s not the answer people expect to the question of why Puzzle & Dragons is now being spoken of as mobile gaming’s first billion dollar franchise. (That was VentureBeat’s Dean Takahashi, by the way.)

When pressed on the ‘luck’ aspect, Morishita clarifies, but only slightly.

“It was intuition and luck,” he concludes.

What he means is intuition is a mixture of expertise and experience. Significantly, GungHo went through a difficult time in the mid-2000s, partly because too much of Morishita’s time was taken up with being company CEO.

His response was to get back to doing what was important and what he wanted; being a hands-on creative.

The other aspect of intuition is GungHo’s history, operating online titles such as Ragnarok Online and making console games. These meant it could develop high quality mobile titles in terms of graphics, audio and general presentation, while also knew how to operate a game as a service – vital in the free-to-play world.

These are the things that underpins Puzzle & Dragon’s succcess. Oh, and luck…

It’s just numbers

As for trying to pin him down on exact user or revenue numbers, as CEO of a publicly traded company, Morishita wouldn’t comment beyond saying that the game has 11 million users.

“We believe having 11 million people playing and enjoying our game is more important than what they are paying,” he states.

Similarly, the news announced this week that largest shareholder SoftBank Mobile will pay $265 million to extend its 33.8 percent ownership of GungHo Online to 58.5 percent didn’t excite Morishita much.

“Nothing has really changed in terms of how we operate,” he said. “It’s just numbers.”

And on that basis, the fact that GungHo’s market capitalisation (albeit on illiquid stock) is now worth $4.5 billion isn’t something he thinks about.

“Our focus is making great games, not the stock,” comes back the response.

“The worth of our company isn’t the stock price, and if we start worrying about the stock price, that will change the way we work and make games.(source:pocketgamer)

GungHo的首席执行官谈《Puzzle & Dragons》成功的原因

作者:Jon Jordan

我们很难去决定Supercell和GungHo Online哪家公司更加出色(它们都属于PocketGamer.biz所评出的2013年50大成功开发商的前5名内)。

实际上,这两家分别来自芬兰和日本的公司也具有许多相同点。

它们都拥有丰富的经验,以及非常出色的员工(在过去十年里已经创造了许多出色的游戏);此外它们也都非常重视游戏质量和乐趣体验。

正确的选择

在2013年GDC大会上,我们与GungHo Online的首席执行官Kazuki Morishita展开了交谈。

Morishita说道:“我认为我们具有类似的文化。”尽管作为彻头彻尾的游戏玩家,他也对整个产业具有深刻的了解。

他评价说:“我们曾与艺电和育碧(基于GungHo的主机游戏)合作过。所以我非常尊敬游戏公司并热衷于玩他们的游戏。”

这也是GungHo为什么不使用像Mobage或GREE等游戏平台的一大原因。Morishita说道:“如果使用这些平台便更像IT公司而不是游戏公司了。”

“索尼,微软,任天堂,苹果,谷歌和亚马逊都是我们的平台合作伙伴。”

热衷玩游戏

尽管运行着日本最成功的手机游戏公司,但是Morishita仍然会每天找时间玩游戏。

尽管现在主要玩的是《战神》,但同时他也仍在玩《合金装备反叛:复仇》,《刺客信条3》以及《杀手:赦免》。

这些都属于主机游戏,而GungHo Online在2011年发行的第一款手机游戏便是基于PC和主机,这部分要归因于Acquire,Game Arts以及Grasshopper等公司所有者。

Morishita说道:“我们希望自己所创造的任一款游戏都能符合最高的标准。”

“我们能够很自信地说《Puzzle & Dragons》是一款非常优秀的游戏,但对于它的成功我们也的确非常兴奋。”

他补充道:“当然了,其中也不乏运气元素。”

什么运气元素?

这并不是人们想听到的,有关《Puzzle & Dragons》为何能成为第一款拥有高达数十亿美元身价的手机游戏的答案。

在谈到运气方面时,Morishita只做出了简单的说明。

他总结道:“这是直觉和运气的结合。”

他的意思是,直觉是专业知识和经验的融合。值得注意的是,GungHo在2000年代中期经历了一段艰难的发展过程,而部分原因是Morishita的大部分时间都是置于公司CEO的角色上。

而他的解决方法便是回到那些真正重要,并且是自己想做的事情上,即亲自去落实创造性。

GungHo历史上的另一个直觉元素便是运行像《仙境传说》等在线游戏,并制作主机游戏。这便意味着他们既需要努力开发高质量的手机游戏(从图像,音频和描述来看),同时还需要知道如何将游戏当成一种服务而有效运行(主要是在免费世界中)。

这些便是奠定《Puzzle & Dragon》成功的主要元素,当然了,还有运气元素。

这只是一些数字

关于游戏具体的用户数和收益额,Morishita并未多加透露,只是说游戏当前拥有1100玩的玩家。

他说道:“我们相信拥有1100万游戏玩家比他们为什么内容而花钱来得重要。”

同时,本周出现的一则新闻,即SoftBank Mobile的最大股东将投入2.65亿美元将自己在GungHo Online中的33.8%股份扩展到58.5%的消息并未让Morishita感到兴奋。

他说道:“没有什么能够真正改变我们的运行方式。这只是一些数字罢了。”

如此,GunHo当前所拥有的45亿美元市场总值在他看来也不是多了不起的事。

他回应道:“我们真正关注的是创造出更优秀的游戏,而不是股份的分配。”

“我们公司的价值不在于股价。如果哪天我们开始担心股价,那么我们的工作和制作游戏方式也会发生改变。”

(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦)

#GDC 2013: GungHo CEO Morishita on why Puzzle & Dragons’ success isn’t just the revenue

by Jon Jordan

You’d be a brave – or foolish – person to try and decide which is the most impressive; Supercell or GungHo Online.

(Actually I did that already, but all the companies in the top 5 of PocketGamer.biz top 50 developer 2013 are amazing, right?)

More seriously, there are similarities between the Finnish and Japanese companies, though.

Both are massively experienced, with staff who have proven they can make great games for over a decade. Both are laser focused on the quality and fun provided by their game experiences.

The right stuff

And actually, the companies did met up, as GungHo Online CEO Kazuki Morishita revealed through the translation of the company’s US director of production Kenji Hosoi when we spoke during GDC 2013.

“I think we have very similar cultures,” Morishita says, although being a gamer through and through, he’s notably tactful about the entire industry.

“We’ve worked with companies such as EA and Ubisoft [on GungHo's console games]. I respect gaming companies and love playing their games,” he comments.

Kazuki Morishita in playful mood with dragon friend

As aside, that’s one reason GungHo won’t be using gaming platforms such as Mobage or GREE anytime soon. “They are more like IT companies than games companies,” says Morishita.

“Sony, Microsoft, Nintendo, Apple, Google and Amazon are our platform partners.”

A game a day

Indeed, despite running the most successful mobile games companies in Japan (if not the world), Morishita still ensures he plays games every day.

Currently on God of War [Ascension, we presume], he also recently played Metal Gear Rising: Revengeance, Assassin’s Creed III [completed in two days flat], and Hitman: Absolution.

These are all console games, but surprisingly perhaps, until 2011 when it released its first mobile game, GungHo Online was focused on PC and console titles, in part, thanks to its ownership of companies such as Acquire, Game Arts and Grasshopper.

But it’s on mobile, where Puzzle & Dragons is now rumoured to be making over $2 million per day that’s the main subject for our discussion.

“Any game we make, we expect it to be good, of the highest standard,” Morishita says.

“We were very confident that Puzzle & Dragons was a good game, but the success was mind-blowing.

“It had a lot to do with luck,” he adds.

What luck?

That’s not the answer people expect to the question of why Puzzle & Dragons is now being spoken of as mobile gaming’s first billion dollar franchise. (That was VentureBeat’s Dean Takahashi, by the way.)

When pressed on the ‘luck’ aspect, Morishita clarifies, but only slightly.

“It was intuition and luck,” he concludes.

What he means is intuition is a mixture of expertise and experience. Significantly, GungHo went through a difficult time in the mid-2000s, partly because too much of Morishita’s time was taken up with being company CEO.

His response was to get back to doing what was important and what he wanted; being a hands-on creative.

The other aspect of intuition is GungHo’s history, operating online titles such as Ragnarok Online and making console games. These meant it could develop high quality mobile titles in terms of graphics, audio and general presentation, while also knew how to operate a game as a service – vital in the free-to-play world.

These are the things that underpins Puzzle & Dragon’s succcess. Oh, and luck…

It’s just numbers

As for trying to pin him down on exact user or revenue numbers, as CEO of a publicly traded company, Morishita wouldn’t comment beyond saying that the game has 11 million users.

“We believe having 11 million people playing and enjoying our game is more important than what they are paying,” he states.

Similarly, the news announced this week that largest shareholder SoftBank Mobile will pay $265 million to extend its 33.8 percent ownership of GungHo Online to 58.5 percent didn’t excite Morishita much.

“Nothing has really changed in terms of how we operate,” he said. “It’s just numbers.”

And on that basis, the fact that GungHo’s market capitalisation (albeit on illiquid stock) is now worth $4.5 billion isn’t something he thinks about.

“Our focus is making great games, not the stock,” comes back the response.

“The worth of our company isn’t the stock price, and if we start worrying about the stock price, that will change the way we work and make games.(source:pocketgamer)

http://www.pocketgamer.biz/r/PG.Biz/GungHo+Online+news/news.asp?c=49685


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