1th page: Interview with the co-founder of Gao Linton Page 2nd: Interview transcript
News and Information May 7-8th, the fifth session of the Global Mobile Internet Conference (gmic 2013) held in Beijing, the theme of "Redefining Mobile Interconnection", gmic 2013 will lead the world to think about the real value of mobile internet, and give a new understanding. At the meeting, Gao Linton, co-founder of the fun game, was invited to an interview with the news technology.
In an interview, the difference between a heavy game and a casual game indicates that it is better to make casual games overseas, because casual games are about innovation and the concept of games. Overseas developers in this respect is better, but do the game type of heavy games pay more attention to the means of payment, as well as the community to build, how to cause the struggle between players or friends, trade unions. In this respect we found that China's developers do a better job, so we prefer to take the leisure games from abroad, the heavy game is biased towards domestic developers to do.
[VIDEO] High-Linton: micro-letters just increase the chances of a successful game
As for domestic and foreign game technology Development contrast, High Linton also expressed his own opinion, he thinks, compared with foreign developers, from the technical level of domestic developers than they are more professional, and even the art of our strength and ability are stronger than theirs. But often do leisure games more emphasis on innovation. This kind of innovation is not what they suddenly think out, must undergo a temper time.
Finally, when it comes to game piracy and user pay, high-Linton thinks that when it comes to piracy, I actually see our data growing every day, and it's becoming more and more acceptable to see users pay for the game, but it's not a big environment right now, but I think it's going to be a while.
The following is an interview transcript:
News and science and technology: everyone dispatch friends good! At the 2013 Global Mobile Internet Conference, we are very honored to invite the co-founder of the Gao Linton, please Gao and everyone to say hello!
Gao Linton: Hello everyone! I am a co-founder and CEO of High Linton, fun games.
News technology: High total, first to introduce the company.
Gao Linton: The fun game is a company founded in 2009, and was founded by me and CEO Chen Yuyu, we did outsourcing work in the early 2010, we began to transform the game publisher, 2011 we released the "Fruit Ninja", 2012 we released the "Temple Escape", Recently we have a variety of games will be released, including the "second generation of birds" and "graffiti jumping."
News technology: Our game types are leisure games?
Gao Linton: In 2011 we were casual, but in the previous year we released some heavy games, including "The World" and "The big names" These well-known game, recently we also with "I Call Amt" (01:33) to do a release.
News and science and technology: a few guests said that or casual type of mild game away from the money more recent, hand tour this aspect of the serious game or worse, how do you think of this matter? What do you think of the future of the heavy game in the hand side?
Gao Linton: I think the future is really clear. Because the mobile phone game industry has different user groups, there are some people do not play games, there are some heavy players, there are some light players, no matter what type of game you do have a certain way out, the most important you still have to do the ultimate game.
News technology: From our release of several games to see, is not we rely more on overseas markets?
Gao Linton: We are more important to see good games, in the overseas production of casual games do have a hand, casual games are talking about the concept of innovation and games. In this regard, the foundation of the overseas developers is relatively small, for them to do casual games indeed have a set.
But do heavy game type games pay more attention to the means, there are community building, how to cause the struggle between players or friends, trade unions. In this respect we found that China's developers do a better job, so we prefer to take the leisure games from abroad, the heavy game is biased towards domestic developers to do.
News and science and technology: in the innovation of this piece of domestic do or not enough, you have a domestic developer have some comments and suggestions?
High-Linton: I do game development, I spent 13 years in the game, this is my 13th year. All along, the first 7 years I do development-oriented, after 7 years I slowly transferred to the business. I have seen many of the top game developers abroad, including the developers of the "Temple Escape", including "Angry Birds" and "Fruit Ninja" developers. Compared with domestic developers, from the technical level of domestic developers than they are more cattle, and even the art of our strength and ability are greater than them. But often do leisure games more emphasis on innovation. This innovation is not what they suddenly think of, when they think of a idea, they will be a long time to test their own ideas, not at the thought of immediately start doing, he may be a part of the first try to see what it is. Before we had a dome concept abroad, they would spend a lot of time. Like "Phoenix Tomato Machine" (04:33) is also a foreign more popular game, many developers do not know, the development of the game in fact developed three months, but this game later on the test to do nine months, this is a casual games must undergo a temper time. In addition, casual games to do very exquisite, if you are behind the test time is not long enough, it is difficult to do a good game.