On the afternoon of September 21, 2019, Xia Lin, Dean of Tencent Gaming Academy, shared the views on game sharing, game value, game education and game team support in the dialogue media of Tencent Game Developers Conference.

The Tencent Game Developers Conference (TGDC) is an annual conference for game industry practitioners initiated by Tencent Gaming Academy to build an open industry experience exchange platform. This year’s TGDC conference was held in Shenzhen on September 21-22, 2019. Many domestic and foreign game industry experts shared the latest game development experience and international cutting-edge information and technology at the conference, covering game planning, technology, art and market. And other fields.

The launching party Tencent Gaming Academy was launched by Tencent Interactive Entertainment, which is dedicated to building a game knowledge sharing and communication platform, focusing on building a game vocational training and development system. Tencent Gaming Academy, together with the two major distribution platforms of WeGame and Aurora, hosted the global game industry events “Tencent Game Creative Contest” and “Game Tasting Show” to provide game support services and platform distribution opportunities for many quality game teams. The game has “Chinese parents” and “memory reconstruction”. On the afternoon of September 21, 2019, Xia Lin, Dean of Tencent Gaming Academy, talked to the media at Tencent Game Developers Conference, shared views on game sharing, game value, game education and game team support.

Direct TGDC Tencent Developer Conference 2 | Conversation Xia Lin, Dean of Tencent Gaming Academy: Game Industry, Research and Research, Industry Exchange and Industry Project Support

The following is a slightly sorted Q&A record (Q party is a media reporter, party A is the president of Tencent Game Academy Xia Lin):

Q1: In the current environment, how can developer communication balance between triggering industry thinking and retaining self-creation?

Xia Lin: It can promote communication and retain its core ideas. It is still a very good question. In fact, communication is not unreserved. For example, although Tencent has a TDGC forum for external sharing, there will be internal project confidentiality mechanism during the research and development period. This is the team’s unique competitiveness. For the sharing of external forums, I think that in addition to the gameplay and the next generation of technology that are currently being explored, other related content can be shared and shared.

Advanced technology is like a magician who can change the whole world. I also believe that the development of technology can change the future of the game. But the iteration of technology is very, very fast. Maybe this technology is unique to me today, but after two or three months or half a year, this technology is not particularly good, and many companies can use it or this technology. Tools that have been integrated, selling products.

So, technical barriers are not created by us. We advocate more sharing and more open source collaboration in technology.

Q2: Because the past two TGDCs are focused on product technology and market, this year added a sub-forum of game value, including the past two years in the market, we have seen many products relying on social values. The most typical social value is to promote traditional culture. So, what is the consideration of Tencent’s sub-forum to open this game value? What do you think of the market’s changes in social values ​​over the past two years?

Xia Lin: Everyone has seen a new forum for the value of our new game this year. This is also proposed by Tencent College. The value forum is not based on deliberate increase, but on some of our thoughts and perceptions when we are researching games and working with partners. For example, at the beginning of this year, we established the “Xinghai Project”, a community of game learning research, in conjunction with the Internet Development Research Center of Peking University, Shanghai Jiaotong University, Sun Yat-sen University, and Tencent Research Institute. In the first half of this year, we built interactive media with Tsinghua University. Master of Design and Technology, we are not alone in this process.

We found that in the whole of Chinese society, there are many research scholars, graduate students and professionals who are very concerned about the development of games, but there are not many opportunities for them to share and communicate in China. >. Even everyone will “talk about the change”, as some news last year reported that the decline in children’s academic performance was caused by the game.

These are actually problems that all companies in the Chinese game industry cannot avoid and must face. So we feel that since some people have such needs, scholars have research needs, and the industry has research needs, like going Study how the game is done, how to do the protection of minors in the game, how to do the age classification, let him play three hours or two hours a day, which games are suitable for children of any age group, all related These things actually need to have places and opportunities to explore.

This is the attitude that is needed to face problems and difficulties. We also have some exchanges with the government and found that they actually hope that companies can do some such research and research in this piece, so this year we are new. increaseA sub-forum of game value. In addition, in the the basic theoretical research and accumulation of game science is also our concern, and will continue to focus on the subsequent game value sub-forum and research.

Reporter: At the beginning of this year, I published a book on game learning. The book covers a lot of content, but I didn’t do very in-depth research. So I want to ask if there is any more specific thinking in game science. What is the direction to be studied?

Xia Lin: Thanks to the game science, more and more people are paying attention to this field. In fact, the development of the whole Chinese game is actually thirty or forty years. But with movies as an example, the entire history of the film is about 130 years old. In the days of 1993, the United States had already appeared in the film discipline, when the film developed for about forty years. I think the game has gone through the golden period of thirty to forty years. It is also time to settle some things and think about how to go in the future.

The book about “Gametics” is exactly what you said. That is the first book we used to touch game science. Now there are many places where there is a need to subdivide and study. So, after a period of thinking, we would think that if you want to conduct an in-depth study of game science, you must start from the basic discipline structure. This is actually considering how to establish this subject in undergraduate or master’s education.

The whole process of establishing disciplines, Tencent has no experience, the most experienced is actually colleges and universities, but colleges and universities do not know how to do the game-related discipline construction, and even they may not understand the game, like the earliest with Tsinghua and Peking University When the teachers communicated, their question was how to reduce the impact on young children. If you explore the discipline of game science on the basis of these problems, there will be some obstacles.

But after continuous communication with them, the provision of some courses related to the game in the United States, and Tencent’s two years of game value, the study of game science and the practice of game learning (including efforts to grow and guard) The teachers also gradually accepted the game. In fact, when we communicated with these teachers, we found that many of these teachers are game fans or anime fans. Although they are older, they like to play games when they are young or until now. I began to understand: The game is a discipline, and it is a comprehensive interdisciplinary subject.

It is very challenging to do this in China’s current environment, but many university teachers are very willing to meet the challenge. We have the opportunity to do such things together, and it is also a rare opportunity.

Q3: Can you support the classification of multiple scenes in the context of the changing game industry? For example, this year has a wind direction.When the whole people go to sea, some companies are forced to participate in the global competition. Then, will we do some entrepreneurial support for the trend of going out to sea, and then, for example, will we do some more entrepreneurial support for the value of the game?

Xia Lin: The classification support is actually considered, but the focus now is to help the small and medium-sized team to help them make the game first.

Why do you want to do this GWB project, when we usually communicate with many small and medium-sized enterprises, even some companies that Tencent has invested in, they are often in the stage of creative realization, and there are still some ways to make the game. When comparing the basic technical issues, our experts will tell them how to do it.

This morning, the Chen team of the CF team, he talked about a lot of internal dry goods, such as internal retention users and lost user processes, systemic things, how to look at the game more scientifically, how to look at the data after the test The flow and the performance of the data, this is the most basic thing. Tencent will be able to give these small and medium game developers.

Overseas is also a new field for Tencent, and we may not be able to do much guidance, but if these teams have accumulated creativity, meet Tencent’s requirements and are willing to let Tencent agents do overseas distributions < /strong> Tencent is also willing to work with these teams to explore how to make products successful overseas.

Q4: You just said that there is something imperfect in the book “Gametics”. At this conference, the reporter received the book “The Essence of Game Development”, do you have any books on this book? Positioning?

Xia Lin: I have a lot of affection for this book. My colleague Ye Jinfeng is one of the editors. He told me a year and a half ago that he had such an idea. I felt very good and very supportive. I will feel that Tencent has been developing for so many years. There are many such technologies that can be shared. As I said before, game technology is quickly iteratively updated, and there are a lot of things that should be common in the industry, so we are actually obligated and capable of doing this kind of sharing.

For this book, we actually spent a lot of time internally to pick the right project materials, pick the right experts to complete each space and each case, and spent a lot of time reviewing and correcting. . I personally value this book very much, and I think this is a milestone summary of Tencent’s game industry over the past decade.

Q5: Tencent has been doing some methodologies, processes and the like in the past two years of game education. This kind of idea can be summarized as that it is better to share my products in the industry than to sell ideas. Is this a logic?

Xia Lin: This idea is very interesting, but we have not thought about it this way. I think the game industry cannot be Tencent.