1 0:00:00 –> 0:00:05 Okay, honestly, the last podcast was a bit too long.
2 0:00:05 –> 0:00:07 That creates a few problems.
3 0:00:07 –> 0:00:10 The first is on the English translation side,
4 0:00:10 –> 0:00:13 that it takes longer to say everything.
5 0:00:13 –> 0:00:17 I think the key problem is that the Japanese part,
6 0:00:17 –> 0:00:21 because I also will translate this into Japanese to practice Japanese.
7 0:00:22 –> 0:00:25 If I record too long on the Chinese part,
8 0:00:25 –> 0:00:28 for English part, it’s not a big problem.
9 0:00:28 –> 0:00:32 But for Japanese part, that is hard for me to record
10 0:00:32 –> 0:00:35 and find the sentence that I want to speak.
11 0:00:36 –> 0:00:36 Yeah.
12 0:00:37 –> 0:00:39 Okay, let’s about today’s topic.
13 0:00:40 –> 0:00:43 I think the topic for today will be, for example,
14 0:00:44 –> 0:00:47 Unity, Ubisoft, Unreal Engine, Godot Engine,
15 0:00:47 –> 0:00:51 that we can start from talking about the C Sharp language.
16 0:00:52 –> 0:00:55 Okay, for example, for the Unity engine,
17 0:00:56 –> 0:00:58 its core is C++.
18 0:00:58 –> 0:01:02 And it have a C Sharp interface for developer.
19 0:01:02 –> 0:01:06 Because C++, it’s higher performance,
20 0:01:06 –> 0:01:09 and C Sharp, it’s more friendly for user.
21 0:01:10 –> 0:01:13 And also, such as the Godot engine,
22 0:01:13 –> 0:01:16 it use the C++ as its core.
23 0:01:16 –> 0:01:22 However, it script, it’s a GD script for user developing interface.
24 0:01:22 –> 0:01:25 And also, because the core is C++,
25 0:01:25 –> 0:01:28 and the port can be concat to other,
26 0:01:28 –> 0:01:30 it’s a C++ language.
27 0:01:30 –> 0:01:33 So Godot also have a C Sharp interface.
28 0:01:33 –> 0:01:38 But the first official language natively, it’s GD script.
29 0:01:38 –> 0:01:42 And the C Sharp, it’s more like the secondary official language.
30 0:01:42 –> 0:01:47 And although that the developer claim that they will make C Sharp,
31 0:01:47 –> 0:01:53 it’s like the primary language, but it’s still secondary until now.
32 0:01:54 –> 0:01:57 And also, as I mentioned earlier,
33 0:01:57 –> 0:01:58 that the C++ language, it’s not the primary language.
34 0:01:58 –> 0:02:03 It’s the C++ port can concat to connect to other language.
35 0:02:03 –> 0:02:05 For example, Rust.
36 0:02:05 –> 0:02:10 It’s also, there’s an engine called Godot Rust
37 0:02:10 –> 0:02:16 that user can use Rust to create a game with the Godot engine.
38 0:02:16 –> 0:02:17 So it’s Godot Rust.
39 0:02:17 –> 0:02:23 And also, the sound features is even more better than Bevy.
40 0:02:23 –> 0:02:27 So if people who want to use the Rust, Godot Rust,
41 0:02:27 –> 0:02:27 it’s possible.
42 0:02:28 –> 0:02:30 So it’s a very good solution.
43 0:02:30 –> 0:02:30 Yeah.
44 0:02:30 –> 0:02:32 And we look back to Unreal Engine.
45 0:02:32 –> 0:02:36 Of course, Unreal Engine, the core is C++.
46 0:02:36 –> 0:02:42 However, it’s gradually try to support with the C Sharp.
47 0:02:42 –> 0:02:47 And also, the AAA game developed by Chinese team,
48 0:02:47 –> 0:02:52 the Hei Shenhua Wukong, that Wukong that is also the team
49 0:02:52 –> 0:02:58 that it build mainly on C Sharp tools based on the Unreal Engine.
50 0:02:58 –> 0:03:04 And the developers can use C Sharp to coding on the Unreal Engine.
51 0:03:04 –> 0:03:09 They will have several advantages.
52 0:03:09 –> 0:03:14 Because there are a lot of developer C Sharp Unity,
53 0:03:14 –> 0:03:18 because the C Sharp, most users are from the Unity.
54 0:03:18 –> 0:03:23 So they can absorb from the developer of the Unity.
55 0:03:23 –> 0:03:28 And the second, that it can speed up the developing time.
56 0:03:28 –> 0:03:32 Because C++ developing, it’s really hard.
57 0:03:32 –> 0:03:36 And we now mention Unreal Engine.
58 0:03:36 –> 0:03:40 So how about that we watch two more teams.
59 0:03:40 –> 0:03:50 For example, Witcher 3, the CDPR team, that it’s the 2077 team,
60 0:03:50 –> 0:03:56 that 2077, that also their new game try to switch to Unreal Engine.
61 0:03:56 –> 0:03:57 Because self-produced.
62 0:03:57 –> 0:04:00 And they have a lot of development engine.
63 0:04:00 –> 0:04:03 It’s not worth anymore.
64 0:04:03 –> 0:04:07 And also, for the Sony, the Sony company,
65 0:04:07 –> 0:04:11 they have many studios inside the Sony Entertainment.
66 0:04:11 –> 0:04:16 And they try to lay off many studios that not using Unreal Engine.
67 0:04:16 –> 0:04:26 So by this way, Sony is making Unreal Engine up to their strategic engine.
68 0:04:27 –> 0:04:29 And the reason why they are doing Unreal Engine,
69 0:04:29 –> 0:04:31 because they want to make Unreal Engine,
70 0:04:31 –> 0:04:32 is because they want to make Unreal Engine,
71 0:04:32 –> 0:04:35 and they want to make Unreal Engine more accessible to the entire company.
72 0:04:35 –> 0:04:36 This will have many benefits.
73 0:04:36 –> 0:04:41 First, that they can hire more people who will easily to hire people
74 0:04:41 –> 0:04:43 who familiar with game engine.
75 0:04:43 –> 0:04:47 They don’t need people to relearn other engine game.
76 0:04:47 –> 0:04:52 And second is that because Sony have many studios.
77 0:04:52 –> 0:04:56 And if entire company all use Unreal Engine,
78 0:04:56 –> 0:04:57 they can make different studio to support each other.
79 0:04:57 –> 0:05:01 And also, the third reason is that,
80 0:05:01 –> 0:05:03 it’s maybe it’s the major reason,
81 0:05:03 –> 0:05:07 is that Sony had itself multimedia industry.
82 0:05:07 –> 0:05:10 So in this case, that because the ray tracing,
83 0:05:10 –> 0:05:13 the real-time ray tracing in Unreal is very beautiful.
84 0:05:13 –> 0:05:17 So they can use this to help such as movie creating,
85 0:05:17 –> 0:05:20 that for the environment building,
86 0:05:20 –> 0:05:24 and for the scene, and even such as some modeling.
87 0:05:24 –> 0:05:27 Yeah, it’s very helpful for their entertainment,
88 0:05:27 –> 0:05:32 and entire Sony empire.
89 0:05:32 –> 0:05:33 Yeah.
90 0:05:33 –> 0:05:39 And next, we’re going to talk about that such as the Capcom.
91 0:05:39 –> 0:05:43 The Capcom has its self-made RE engine.
92 0:05:43 –> 0:05:47 The RE engine core, it’s C++.
93 0:05:47 –> 0:05:51 And also, the RE engine, the interface is C sharp also.
94 0:05:51 –> 0:05:57 So developer at Capcom is still using the C sharp.
95 0:05:57 –> 0:05:57 So that’s it.
96 0:05:57 –> 0:06:00 It’s possible that you’re learning C sharp.
97 0:06:00 –> 0:06:05 It’s very worthy that because you can working at different company,
98 0:06:05 –> 0:06:08 and many engines trying to support more and more.
99 0:06:08 –> 0:06:11 Yeah, that’s a good possible.
100 0:06:11 –> 0:06:12 Yeah.
101 0:06:12 –> 0:06:17 And we are going to talking about that such as Ubisoft.
102 0:06:17 –> 0:06:22 OK, Ubisoft, that was, we will call that Ken games,
103 0:06:22 –> 0:06:26 because they are AAA games are most fast food like.
104 0:06:26 –> 0:06:27 For example,
105 0:06:27 –> 0:06:29 they will have a complex scene,
106 0:06:29 –> 0:06:32 but the task or the missions,
107 0:06:32 –> 0:06:35 and such as the map,
108 0:06:35 –> 0:06:41 they will have many duplicate things that are all generated by their inner tools.
109 0:06:41 –> 0:06:47 So in the early years that the Unity have their very good auto generation,
110 0:06:47 –> 0:06:54 their system that they can generate such as the Terra terrain,
111 0:06:54 –> 0:06:57 and also the buildings and the missions,
112 0:06:57 –> 0:07:02 and it’s very good for generating a large game.
113 0:07:02 –> 0:07:03 But however,
114 0:07:03 –> 0:07:06 at the current era, AIGC era,
115 0:07:06 –> 0:07:10 that even a small team can use AI to generate many models.
116 0:07:10 –> 0:07:11 For example,
117 0:07:11 –> 0:07:15 Blender also have merged AI tools.
118 0:07:15 –> 0:07:18 So this is a bad news for Unity,
119 0:07:18 –> 0:07:22 because they are hard to compete with the small team.
120 0:07:22 –> 0:07:25 And also they have a very high developing cost.
121 0:07:25 –> 0:07:25 And moreover, that, you know,
122 0:07:25 –> 0:07:26 And moreover, that, you know,
123 0:07:26 –> 0:07:27 And moreover, that, you know,
124 0:07:27 –> 0:07:27 And moreover, that, you know,
125 0:07:27 –> 0:07:29 that for the older,
126 0:07:29 –> 0:07:32 for the last to generate players,
127 0:07:32 –> 0:07:37 we want to see that Ubisoft have new possible,
128 0:07:37 –> 0:07:41 because in the past Ubisoft was a really good company.
129 0:07:41 –> 0:07:43 They have many good IP,
130 0:07:43 –> 0:07:44 for example,
131 0:07:44 –> 0:07:46 HOMM Heroes of My Magic,
132 0:07:46 –> 0:07:48 that kind of this IP,
133 0:07:48 –> 0:07:51 but they are not using this IP well.
134 0:07:51 –> 0:07:53 In the recent years,
135 0:07:53 –> 0:07:56 they just want to do some DEI strategy,
136 0:07:56 –> 0:07:56 They just want to do some DEI strategy,
137 0:07:57 –> 0:07:58 and yeah,
138 0:07:58 –> 0:08:02 the company is more against the community.
139 0:08:02 –> 0:08:07 Yeah, that’s very, very, very displeased.
140 0:08:07 –> 0:08:08 Yeah.
141 0:08:08 –> 0:08:09 Okay.
142 0:08:09 –> 0:08:14 So let’s talk about the marketing.
143 0:08:14 –> 0:08:19 That as we know that in the last generation,
144 0:08:19 –> 0:08:23 people will watch such as the TV and listening with the CD.
145 0:08:23 –> 0:08:27 So usually we will, it’s, you know,
146 0:08:27 –> 0:08:28 it’s a last generation,
147 0:08:28 –> 0:08:32 they will have a common understanding of the entertainment.
148 0:08:32 –> 0:08:33 For example,
149 0:08:33 –> 0:08:38 they all know who is Michael Jackson and such as the author,
150 0:08:38 –> 0:08:39 they will watch the TV.
151 0:08:39 –> 0:08:41 So they will see the same author.
152 0:08:41 –> 0:08:44 You can not have so much solution,
153 0:08:44 –> 0:08:47 so much options to see others.
154 0:08:47 –> 0:08:50 So you always see the same movies,
155 0:08:50 –> 0:08:52 but for now,
156 0:08:52 –> 0:08:56 such as you will use the T-talk or you may use Facebook,
157 0:08:56 –> 0:08:57 Facebook threads,
158 0:08:57 –> 0:08:59 and even YouTube,
159 0:08:59 –> 0:09:02 a lot of entertainment in playing game.
160 0:09:02 –> 0:09:05 You may play mobile games in console games.
161 0:09:05 –> 0:09:08 There are too many options for entertainment.
162 0:09:08 –> 0:09:10 So that will trigger a problem.
163 0:09:10 –> 0:09:12 It’s not probably a phenomenon.
164 0:09:12 –> 0:09:20 The phenomenon is that the era of now is highly segmentation and fragmentation.
165 0:09:20 –> 0:09:25 So people will stick to their small group and they will have their inner joy,
166 0:09:25 –> 0:09:26 and they will have their inner joy,
167 0:09:26 –> 0:09:29 and they will have their mimis.
168 0:09:29 –> 0:09:32 And it’s hard to understand by the outside people.
169 0:09:32 –> 0:09:34 So because the group,
170 0:09:34 –> 0:09:37 it’s a very segment and fragment.
171 0:09:37 –> 0:09:38 So people,
172 0:09:38 –> 0:09:40 it’s hard to,
173 0:09:40 –> 0:09:41 it’s impossible to,
174 0:09:41 –> 0:09:45 there’s an alter or something that is known by everyone.
175 0:09:45 –> 0:09:50 And this is a disaster for the AAA studio,
176 0:09:50 –> 0:09:55 because they need highly cost to create a large game and want to sell,
177 0:09:55 –> 0:09:59 all the world to have,
178 0:09:59 –> 0:10:00 to earn the money.
179 0:10:00 –> 0:10:06 But the problem is that once the society is more segment and fragment,
180 0:10:06 –> 0:10:12 that people will not prefer AAA anymore.
181 0:10:12 –> 0:10:14 So that’s for there,
182 0:10:14 –> 0:10:17 that’s hard to make a bigger market.
183 0:10:17 –> 0:10:19 The marketing even will shrink.
184 0:10:19 –> 0:10:21 So, and also,
185 0:10:21 –> 0:10:24 as we say that for the AIGC tools,
186 0:10:24 –> 0:10:25 for the small studio,
187 0:10:25 –> 0:10:27 then for the indie games,
188 0:10:27 –> 0:10:31 indie games will get benefit from the modern era,
189 0:10:31 –> 0:10:32 because modern era,
190 0:10:32 –> 0:10:34 it’s segmentation.
191 0:10:34 –> 0:10:36 So the indie games,
192 0:10:36 –> 0:10:39 they don’t need to have highly sales.
193 0:10:39 –> 0:10:44 They just need to small sales and they need to have a true fan,
194 0:10:44 –> 0:10:46 that they have an iron fan.
195 0:10:46 –> 0:10:50 They can just earn enough for their living fee.
196 0:10:50 –> 0:10:51 Yeah.
197 0:10:51 –> 0:10:52 So yeah,
198 0:10:52 –> 0:10:54 that’s a big problem for them.
199 0:10:54 –> 0:10:55 Also,
200 0:10:55 –> 0:10:56 yeah,
201 0:10:56 –> 0:10:58 I think that’s talk much.
202 0:10:58 –> 0:11:00 And as we said before that,
203 0:11:00 –> 0:11:03 I want to record too long because it’s not,
204 0:11:03 –> 0:11:07 not good for other Japanese language.
205 0:11:07 –> 0:11:08 So just today,
206 0:11:08 –> 0:11:09 well, that’s it.
207 0:11:09 –> 0:11:11 Thank you and bye.