发布于 2026 年 3 月 6 日
我想清楚地解释一下,为什么我们在 Hytale 中如此大力推动模组创作。
这并不是因为我们期待模组创作者替我们支撑游戏。真正的原因在于,我相信模组社区将成为我们下一步引领 Hytale 发展的核心支柱之一。
这场比赛正是这一愿景的一部分。我希望将模组创作者置于舞台中央。我希望能有人创作出令人惊叹的世界、NPC、系统和体验,并让这些创作者获得认可、庆祝和奖励。这就像电子竞技,但主角是模组创作者。
我对这件事如此重视还有另一个原因:我们从社区中招聘人才。
在过去几个月里,我们团队新增的大多数成员(目前总数已超过 70 人)都是我们早已认识、尊重并亲眼看到他们创造过非凡成就的人,尤其是那些在模组社区中表现突出的开发者。我们并不是在打造一个由层层管理层发号施令的巨型公司机器。我们正在组建一个灵活、敏捷的团队,成员都是真正动手创造东西的人。
这一点对我意义重大。这里的每个人都要直接参与游戏开发——包括领导层,甚至包括我自己。昨天,我亲自提交了一个小的视觉修复。我一直在游戏中,如果发现问题,我会亲自修复,或者确保它被处理。这就是我希望围绕 Hytale 建立的文化:贴近工作、贴近游戏、贴近社区。
从个人层面来说,我之所以重视这件事,是因为我真心热爱制作游戏。Hytale 的开发重新点燃了我内心的这种热情。过程确实有压力,但这是有益的压力,是那种源于打造你真正相信的事物时的压力。
事实是,为模组创作而进行的开发会增加难度。在其他游戏中可能简单的功能,在我们这里往往变得复杂得多,因为我们必须追问:创作者如何也能使用这个功能?如何以正确的方式暴露给用户?如何确保它成为一块通用积木,而非一次性的功能?
这项工作短期内会消耗我们更多时间。这一点我非常清楚。
但我坚信,这种投入会在未来带来巨大的回报。因为每一个我们构建的优秀系统,都可能催生社区创作的上百个精彩内容。
当社区成员创作出非凡作品时,这会建立真正的桥梁。也许我们会合作,也许我们会从中学习,也许我们会雇佣他们。如果有人在我们尚未涉足钓鱼系统之前就做出了惊艳的钓鱼模组,我不会视其为威胁。我看到的是才华,是证明生态系统正在有效运转的证据。
这正是我如此坚定推动模组创作的原因。
模组创作不会取代工作室,但它会让游戏超越工作室本身。它帮助我们发现人才,帮助我们长远地构建更好的内容,帮助我们始终与最关心游戏的人保持连接。
如果我们将这件事做对,模组将不仅仅是 Hytale 的一个功能,而将成为其未来最强大的基石之一。
这仅仅是开始。我们仍在抢先体验阶段。
原文:
我想清楚地解释一下,为什么我们在 Hytale 中如此大力推动模组创作。
这并不是因为我们期待模组创作者替我们支撑游戏。真正的原因在于,我相信模组社区将成为我们下一步引领 Hytale 发展的核心支柱之一。
这场比赛正是这一愿景的一部分。我希望将模组创作者置于舞台中央。我希望能有人创作出令人惊叹的世界、NPC、系统和体验,并让这些创作者获得认可、庆祝和奖励。这就像电子竞技,但主角是模组创作者。
我对这件事如此重视还有另一个原因:我们从社区中招聘人才。
在过去几个月里,我们团队新增的大多数成员(目前总数已超过 70 人)都是我们早已认识、尊重并亲眼看到他们创造过非凡成就的人,尤其是那些在模组社区中表现突出的开发者。我们并不是在打造一个由层层管理层发号施令的巨型公司机器。我们正在组建一个灵活、敏捷的团队,成员都是真正动手创造东西的人。
这一点对我意义重大。这里的每个人都要直接参与游戏开发——包括领导层,甚至包括我自己。昨天,我亲自提交了一个小的视觉修复。我一直在游戏中,如果发现问题,我会亲自修复,或者确保它被处理。这就是我希望围绕 Hytale 建立的文化:贴近工作、贴近游戏、贴近社区。
从个人层面来说,我之所以重视这件事,是因为我真心热爱制作游戏。Hytale 的开发重新点燃了我内心的这种热情。过程确实有压力,但这是有益的压力,是那种源于打造你真正相信的事物时的压力。
事实是,为模组创作而进行的开发会增加难度。在其他游戏中可能简单的功能,在我们这里往往变得复杂得多,因为我们必须追问:创作者如何也能使用这个功能?如何以正确的方式暴露给用户?如何确保它成为一块通用积木,而非一次性的功能?
这项工作短期内会消耗我们更多时间。这一点我非常清楚。
但我坚信,这种投入会在未来带来巨大的回报。因为每一个我们构建的优秀系统,都可能催生社区创作的上百个精彩内容。
当社区成员创作出非凡作品时,这会建立真正的桥梁。也许我们会合作,也许我们会从中学习,也许我们会雇佣他们。如果有人在我们尚未涉足钓鱼系统之前就做出了惊艳的钓鱼模组,我不会视其为威胁。我看到的是才华,是证明生态系统正在有效运转的证据。
这正是我如此坚定推动模组创作的原因。
模组创作不会取代工作室,但它会让游戏超越工作室本身。它帮助我们发现人才,帮助我们长远地构建更好的内容,帮助我们始终与最关心游戏的人保持连接。
如果我们将这件事做对,模组将不仅仅是 Hytale 的一个功能,而将成为其未来最强大的基石之一。
这仅仅是开始。我们仍在抢先体验阶段。
原文:
I want to explain clearly why we’re pushing modding so hard in Hytale.
It’s not because we expect modders to carry the game for us. It’s because I believe the modding community is going to be one of the foundations for where we take Hytale next.
This contest is part of that. I want to put modders front and center. I want people making incredible worlds, NPCs, systems, and experiences to be recognized, celebrated, and rewarded. Think esports, but for modders.
There’s another reason I care so much about this: we hire from the community.
Over the last few months, most of the people we’ve brought onto the team (now over 70) have been people we already knew, respected, and saw building amazing things, especially in the modding community. We’re not trying to build some giant corporate machine with layers of people giving orders. We’re building a scrappy, agile team full of people who actually make things.
That matters to me a lot. Everyone here is expected to touch the game. Even people in leadership. Even me. I pushed a small visual fix myself yesterday. I’m in the game constantly, and if I see something wrong, I either fix it or make sure it gets worked on. That’s the culture I want around Hytale: close to the work, close to the game, close to the community.
On a personal level, I care about this because I genuinely love making games. Getting Hytale back lit that fire in me again. It’s stressful, sure, but it’s good stress. The kind that comes from building something you believe in.
The truth is that building for modding makes development harder. A feature that would be simple in another game often becomes much more complex for us because we have to ask: how can creators use this too? How do we expose it in the right way? How do we make sure it becomes a building block, not just a one-off feature?
That work costs us time in the short term. I know that.
But I believe it pays off in a big way later, because every good system we build can become a hundred great creations from the community.
And when someone in the community makes something exceptional, that creates a real bridge. Maybe we can collaborate. Maybe we can learn from it. Maybe we hire them. If somebody makes an incredible fishing mod before we’ve even tackled fishing ourselves, I don’t see that as a threat. I see talent. I see proof that the ecosystem is working.
That’s why I’m pushing for this so hard.
Not because modding replaces the studio, but because it makes the game bigger than the studio. It helps us discover talent. It helps us build better in the long run. It keeps us connected to the people who care the most.
If we do this right, modding won’t just be a feature of Hytale. It will be one of the strongest foundations for its future.
This is just the beginning. We are still in early access.
It’s not because we expect modders to carry the game for us. It’s because I believe the modding community is going to be one of the foundations for where we take Hytale next.
This contest is part of that. I want to put modders front and center. I want people making incredible worlds, NPCs, systems, and experiences to be recognized, celebrated, and rewarded. Think esports, but for modders.
There’s another reason I care so much about this: we hire from the community.
Over the last few months, most of the people we’ve brought onto the team (now over 70) have been people we already knew, respected, and saw building amazing things, especially in the modding community. We’re not trying to build some giant corporate machine with layers of people giving orders. We’re building a scrappy, agile team full of people who actually make things.
That matters to me a lot. Everyone here is expected to touch the game. Even people in leadership. Even me. I pushed a small visual fix myself yesterday. I’m in the game constantly, and if I see something wrong, I either fix it or make sure it gets worked on. That’s the culture I want around Hytale: close to the work, close to the game, close to the community.
On a personal level, I care about this because I genuinely love making games. Getting Hytale back lit that fire in me again. It’s stressful, sure, but it’s good stress. The kind that comes from building something you believe in.
The truth is that building for modding makes development harder. A feature that would be simple in another game often becomes much more complex for us because we have to ask: how can creators use this too? How do we expose it in the right way? How do we make sure it becomes a building block, not just a one-off feature?
That work costs us time in the short term. I know that.
But I believe it pays off in a big way later, because every good system we build can become a hundred great creations from the community.
And when someone in the community makes something exceptional, that creates a real bridge. Maybe we can collaborate. Maybe we can learn from it. Maybe we hire them. If somebody makes an incredible fishing mod before we’ve even tackled fishing ourselves, I don’t see that as a threat. I see talent. I see proof that the ecosystem is working.
That’s why I’m pushing for this so hard.
Not because modding replaces the studio, but because it makes the game bigger than the studio. It helps us discover talent. It helps us build better in the long run. It keeps us connected to the people who care the most.
If we do this right, modding won’t just be a feature of Hytale. It will be one of the strongest foundations for its future.
This is just the beginning. We are still in early access.