采访对象 : 台湾OZ数位动画负责人 - Kico 杨 (以下简称Kico)
经典作品: 2001年 大宇轩辕剑叄外传 —— 天之痕,为OZ踏入CG动画的领域 2009年 大宇轩辕剑 —— 天之痕 Online,为OZ踏入游戏美术相关制作的领域
纳金网:请问OZ创办于何时? 当时创办的动机为何?
Kico: OZ创办于2001年,那时受到好莱坞电影特效象是侏罗纪公园,以及日本游戏FF 7、FF8的感动,希望能发展有角色表演、有剧情的全CG动画,另外希望能够尝试印证在整个项目规划下的想法,因而成立了OZ数位。
纳金网:OZ主要用哪些软件来做为开发主力?
Kico: 动画方面使用maya、AE
纳金网:OZ对外包的要求有哪些条件? Kico: 我们会在一开始筛选适合作品能力的团队,接着会透过『制作测试』了解沟通的能力、文件阅读以及问题提问的能力,并且从中评估外包在进度、配合度、品管稳定度等方面的状况。若是一些配合度很好,但质量、品管稳定度还不足的团队我们也会给予一些管理上的建议,后续看看改善状况如何。
纳金网:您对中资近几年进驻台湾游戏市场的看法为何?
Kico: 中资进入台湾市场大多是俱有台湾背景,但又熟悉中资的台湾人所牵起的。
以中资作为后盾,在台湾这块熟悉的市场作为经营的舞台。
这些公司大概有两大方向的经营: 一个是在台湾成立俱有中资背景的公司,主要是做代理,将大陆游戏引进到台湾。
另一种一样是在台湾成立俱有中资背景的公司,但透过台湾的美术做换皮,希望拓展海外非中国市场地方的营运。
若是直接代理大陆游戏公司的产品来台,由于这类的游戏大多清一色都是古装,对台湾想要经营古装市场的游戏公司会是一个强大的压力,因为大陆游戏不管是在行销预算,产品数量、游戏内容都有相当的规模,台湾游戏公司想要在这些地方竞争,可能都会招架得辛苦。
但在非古装类,例如益智类、日式可爱类等,这几类在市场上有固定的支持玩家,而且可以开拓日韩市场,受到的冲击就比较小。
总体来说,或许也可以让台湾游戏公司思考,当一片同质性高的产品出现在市场上,该用什么角度来切入。过去online时代可能有资金门槛与技术门槛,做古装风还能卖大陆,现在手游市场技术与资金的门槛降低很多,出现了非常大量的团队跟产品数量,甚至返销回台湾时,台湾游戏公司该拿出什么样的亮点来迎战,尤其当还想打着『进军大陆市场』的理想时,是否有更实际的想法,在在都考验台湾游戏公司对这市场的重新检视。
纳金网:您觉得台湾游戏公司进入手游市场的时间点是否过慢?与大陆的游戏公司比较起来如何?
Kico: 台湾游戏公司大多具备成熟的开发经验,虽然比较晚切入手游市场,但也刚好手游市场度过了初始的混乱期,开始有了一些领域形态的确定,在具备过去开发经验作为基础下,技术上要进入手游市场不是特别难的事,而是确认在手游市场上的方向会比较难抉择。
和大陆公司比起来,台湾游戏公司的开发团队会比较想做俱有特色而非跟风的产品,并且会思考大陆市场以外的国家作为发展的可能,游戏题材也就不会只限定于中国古装。
大陆游戏团队有两种类型,一种是小型团队,另一种就是取得资金成立的大型团队。
但台湾的游戏公司一般规模都不大,3~4人的团队很多,即便是老字号的游戏公司,人数规模大概也在10人以内,因此不太会开发手游上的中大型产品作为目标,可能是跟大陆游戏公司在规模上比较不一样的地方。
纳金网:您觉得团队合作在游戏开发的重要性为何?
Kico: 团队合作对游戏开发当然是非常重要的,但这需具备几个前提,一个是对于分工的观念,另一个就是执行的整合与成效的改善,如此才能在跨领域彼此的衔接上能达到各自的发挥又能相结合,达成合作真正的意义。
纳金网:您如何评价Unity这款引擎?
Kico: Unity是对开发者很友善的工具,具备跨平台、以及各种编辑工具,面对现有市场的急速竞争与跨平台延伸整合,若开发者能善用unity,能节省很多自有开发时程与成本。
纳金网:谈谈小型工作室或是个人开发者在目前环境中的情况?
Kico: 小型工作室通常会面临几个问题
1. 资金不足,人力捉襟见肘 2. 产品缺乏价值核心 3. 执行预算的概念缺乏
4. 外包能力不足 5. 缺乏营运经验
首先来谈,会以小型工作室或是个人来作为一开始的架构,除了少数俱有策略步骤想法的团队外,许多工作室或是个人开发者是因为资金的现实,因为资金的现实造就了几个上述的问题。
例如第1点提到的『人力捉襟见肘』,因为没法僱用合理的人员来处理各种环节,以致少少的人力可能得校长兼撞钟,什么都得做,用个人最低的成本开销,以时间换取产品成形。
或许这是不得已的做法,但有时候一个产品可能4~5个月就能产生,但因为人力的问题,可能开发期拉长到1年以上都有可能。
第2点『产品缺乏价值核心』,因为资金少,有些开发团队会怕失败,会希望先做市场上热门题材的游戏来求生存,透过换皮、抄袭等方式降低市场接受风险,缩短开发时程。但要注意的是,若以大陆市场来做观察,基本上是95%的团队在做5%的产品类型,要能从中脱颖而出并不太容易,虽然选择了一条看似低风险的路,但也没有特色,很容易就被一片同质性的产品淹没。
第3点『执行预算的概念缺乏』,此类的团队大多是初次创业,除了对所握有的资金锱铢必较之外,很容易预算估太紧,缺乏预留资金,以致发生变化时没有弹性应变,就容易中途收场。
第4点『外包能力不足』,这点是基于第1点而说,第1点是所有的事务都集中在有限的团队内人力来处理,第4点是虽然知道要找外部的人力来加快制作时程,但因为经验的缺乏,可能前期规划不完整,还有不明确的决策,导致发出去的外包后续需要额外大量的修改,造成有限资金无谓的消耗。
第5点『缺乏营运经验』,许多小型开发者多是从某一游戏公司跳出来自己做开发,可能只具备单一领域的专业经验,缺乏市场操作的经验与想法,使得辛苦做出来的产品最后如同石投大海,难有好的回应成绩。
纳金网:您觉得微信上的小游戏或是快速开发的游戏,例如Flappy Bird这类的,是否会对中大型的游戏造成威胁?
Kico: 根本不可能,这类超轻小游戏跟大中型游戏的玩家群体不是一群人。
纳金网:对于打算进入手游市场的团队和个人,您有没有什么建言?
Kico: 团队本身若能在之前的公司累积较成熟的经验是较好的,如果是小型团队或是个人,则要克服专业领域的分工问题,即使是小型游戏,该具备的专业要素、流程、以及在市场上胜出的条件仍都需具足。
另外就是既然出来创业,最可贵的就是印证自己的想法,不管前期是先透过累积资金再做想要的游戏,还是一开始就先做出所想要的,每种选择都有各自要面临克服的议题,时时保持对于愿景的热情,避免在追逐发展的目标过程中,逐步被求生存的心态给替代了。
这行业有趣的地方就是,钱多不一定能做出最受欢迎的游戏,钱少也不一定没机会胜出,端看个人在产品中赋予多少想法,也看游戏开发者对于市场共鸣的这块敏感度如何。
纳金网:OZ在未来两三年的计划为何? Kico: 2014年 OZ拓展手游自制研发,这一年对OZ来说无疑是个重要的一年,对一个新加入手游战场的公司来说,虽然研发团队成员都是业内资深老手,但面对第一款自主研发的游戏产品,要学习的事还很多,也背负相当重的自我期许。
手游市场是未来的趋势,新的网络渠道营运模式也为研发团队带来更多能直接面对使用族群的可能性。
OZ的强项是在3D制作与服务器连线技术,未来的两三年中,OZ将从微连线形态的游戏进展到重度连线的游戏内容,也会以产品内容为中心,拓展社群与自有IP的创造与经营,并看好未来穿戴式配件的前景,随着穿戴式配件的应用成熟度,开发相对应的游戏形态,打造有别于online、web、家用主机形态以外的专属游戏市场。
OZ精彩作品:
Interviewee: The leader of Taiwan OZ Digital Animation - Kico Yang (Hereinafter referred to as Yang)
Classic works: 2001 Softstar XuanYuan Sword Rift of the Sky, means OZ went into the field of CG animation. 2009 Softstar XuanYuan Sword Rift of the Sky Online, means OZ went into the field of game art production.
When was OZ founded and what is the motive? Yang: OZ was founded in 2001. Inspired by the Hollywood movie special effects such as Jurassic Park, and Japanese game FF7, FF8 at that time, we hoped to develop the full CG animation with the role-playing and story. Moreover, we wanted to prove the idea of the whole project planning, so we have set up OZ Digital Animation.
What software is mainly used for your projects? Yang: MAYA and AE are used to create animation, and 3DS MAX is used to make games
What are the requirements for outsourcing? Yang: we will screen the teams at the outset, then test their communication skills, the ability to read documents and ask questions through Production Test, from which we assess the progress rate, cooperation and quality control stability of outsourcing. We will give the teams with good cooperation and poor quality control stability advice on the management, then follow-up have a look.
How do you think that Chinese capital come into the Taiwan game market in recent years? Yang: Chinese capital generally is introduced by Taiwanese, who have the Taiwan background and are familiar with Chinese capital. They take Chinese capital as the backing, and regard the Taiwan market as the management stage.
These companies have about two directions of operation:
Some establish agency of the Chinese capital backing in Taiwan, which introduce Chinese mainland games into Taiwan.
The other establishes companies of the Chinese capital backing in Taiwan. Through the Taiwan art to do for skin, they want to expand the overseas market.
The games of these agencies almost are the ancient costume, which has created some pressure on taiwan's game companies in the ancient costume market. Chinese mainland games have more advantages over taiwan's in the marketing budget, the number of products, game content.
But in other respects, Taiwan’s game companies have fans to always support their puzzle and lovely games, which are very popular in Japan and South Korea. So they are relatively unaffected.
Overall, Taiwan’s game companies should think about how to grasp the nettle. There are requirements for capital and technology in the past, and products of the ancient costume may be sold in the Chinese mainland. Now the requirements for capital and technology in the mobile game market are reduced, so a lot of teams and products has appeared. How to meet the challenge and enter the Chinese mainland market are testing Taiwan’s game companies.
Is it slowly for game companies of Taiwan to enter the mobile game market? what's the difference between game companies of Taiwan and Chinese mainland game companies? Yang: Most of game companies of Taiwan have the mature experience in the development. The Mobile Game Market has ended the initial period of confusion and identified some field forms. Although relatively late to enter the Mobile Game Market, it is not particularly difficult for them to enter the mobile game market in the technology. They will hardly decide the direction on the mobile game market.
Compared with Chinese mainland game companies, development teams in Taiwan will make unique products rather than to follow the trend, and will think foreign markets besides the Chinese mainland market as development possible. Moreover their game themes are not limited to Chinese costume.
There are two types of the Chinese mainland team, that one is the small team, the other is large team obtaining funds to establish.
In general, game companies of Taiwan are not large scale. There are many teams composed of 3 to 4 people. Even the old game companies, their team is composed of less than 10 people. So game companies of Taiwan will not develop big games.
How’s the importance of teamwork in game development? Yang: Teamwork is very important to the game development. Meanwhile, it need several premises. One is the division, the other is the execution. So as to play their own advantages, and cooperate with each other, reach the real significance of cooperation.
What do you think of the Unity engine? Yang: The Unity engine is a very friendly tool for developers. With the cross-platform function and a variety of editing tools, the Unity engine can extend and integrate the cross-platform facing the fierce market competition. If developers can make good use of the Unity engine, can save a lot of schedule and cost of its own development.
How about the small studios and individual developers now? Yang: Small studios often face several problems, 1. Lack the money and manpower 2. Products lack core value 3. Lack the budget concept 4. Lack outsourcing capabilities 5. Lack operation experience
Because many people consider to set up a small studio or do individual business for lack of money.
As regards the first point, there is not enough manpower to complete the work quickly, so that the development time will be extended.
The second point, for lack of money, some development teams will make popular games in the market to survive and avoid failure. They reduce the risk of market acceptance and shorten development time by changing the skin, plagiarism and other means. But it should be noted that most of the teams are doing the exact same products, it is not easy to have their works stand out. The products of low risk and no characteristics are too easy to ignore.
The third point, to the small studios, particularly for first time entrepreneurs, the reasonable budget cannot be mastered well. Moreover, lack of reserve funds and no elastic strain, it is easy to end up halfway when changes.
Different from the first point is for internal staff, the fourth point is that because of lack of experience, pre-planning and decision-making, the outsourcing requires a lot of follow-up changes, and wastes limited funds.
The last point, many small studios and individual developers break away from the corporate world and start their own companies, and they may only have the professional experience in a single field. Moreover, they lack the experience and idea of market operation, and make products hard to produce economic benefits.
Do you think the small games or games developed rapidly on the WEIXIN will pose a threat to large games, such as Flappy Bird? Yang: It is impossible, they attract different persons.
For the teams and individuals planning to enter the mobile game market, what's your advice? Yang: It is better if the team can accumulate more mature experience before. They should solve the problem of the division of labor in the professional field for the small teams and individuals. Even the small game, should meet all requirements, including professional elements, processes and other conditions.
The most valuable part of the entrepreneurship is that you can prove your own ideas. Whether raising funds firstly to make the game you want, or making the game you want firstly, both will meet their difficulties. You need to always keep passion on the original target without being influenced by the negative mind.
It's interesting in this industry that more money does not mean most popular games, and less money does not mean no chance. Mainly see how many ideas given in the products by individuals, but also look at the game developers’ market sensitivity.
What's plan for OZ in the next two to three years?
Yang: The plan for OZ in the next two to three years
OZ has researched and developed mobile games since 2014, and without doubt this year is important for OZ.
For the new company entering the mobile game market, although the R & D team is composed of senior people in the industry, we still have a lot to learn, and also bear quite heavy self-expectations.
Mobile game market is the trend of the future, and the new business model with the network channel has also brought more possibility for the R & D team to directly face users. The strengths of OZ are the 3D making and server connection technology. In the next two to three years, OZ will come to the game content of severe connection forms from the game content of micro connection forms. Moreover, with the product content as the center, OZ expands the creation and management of the community and its own IP. OZ regards the prospects of wearable accessories. With the gradual application of wearable accessories, OZ will develop the corresponding game forms, then create exclusive game market different from the online, web, and home host forms.
|