The initiative launched by the traditional sports industry in South Korea is not something Takayuki is aware of.
He has now reassembled a new development team.
For the first time, Takayuki integrated multiple national teams into the development team.
Among them, Japanese developers only accounted for about ten percent of the team.
And this ten percent was all drawn from previous development groups.
They had previously been involved in the framework construction of StarCraft, so having them lead the way was the most appropriate.
Then the rest, including plot construction, character modeling, and map scene design, were all handed over to a group of new recruits just recruited from the United States by Takayuki's company.
They were a group of young people with an average age of around twenty-three.
They were lively and most importantly, they were all passionate gamers.
When they learned that they had been successfully recruited by Gamestar Entertainment and that their first job was to develop a brand-new type of game under Gamestar Entertainment, they were extremely excited.
This was an opportunity to get up close and personal with the gaming god, and to create a new game category with the gaming god once again.
For them, this was a rare honor.
This time, Takayuki didn't participate much.
Because the development difficulty of real-time strategy games itself is not particularly high, as long as the general rules are given, the rest is mostly about adjusting the balance data.
This data was handled by a specialized team.
At present, Gamestar Entertainment already has its own dedicated game data department.
This department is responsible for collecting and organizing development data for all Gamestar Entertainment game projects.
From games like Street Fighter that require highly detailed data, to games like Mario Bros. that require less data, this data department had its own records.
At the same time, they were also responsible for testing every set of game data twenty-four hours a day using state-of-the-art machines.
This involved exhaustive testing to find the most suitable data codes among endless game data.
This work was tedious but indispensable.
A game can do without exquisite graphics or catchy music, but it absolutely cannot do without data.
To some extent, the importance of data far exceeds that of any other development category.
The overall style of StarCraft this time leaned more towards the European and American style, which was one of the reasons why Takayuki decided to use the newly recruited American developers.
Originally, StarCraft was conceived by a group of young people from Europe and America.
Because of the difference in cultural style, even if Japanese developers worked hard to move towards the European and American style, they still couldn't truly embody it.
Without a distinct European and American style, StarCraft would lack soul.
This time, the overall content of StarCraft was more focused on competition.
Of course, the plot was important too, but the plot was more of a series of setups, simply explained through cutscenes and game design, without delving too deep.
In the future, the storyline of StarCraft could be fully expanded in other ways.
StarCraft was more like an exploratory move.
By first expanding StarCraft through esports to the world and establishing global influence, StarCraft would then have unparalleled promotional power.
At that point, they could consider focusing on developing other types of games under the same name.
With the framework already prepared by Takayuki, and with over two hundred game developers, the actual progress of game development was much faster than Takayuki had imagined.
He originally expected it to take six months to complete the development.
But these American developers, upon learning about this new gameplay from Takayuki, were excited to work overtime on the game's development.
Their anticipation and love for this game came entirely from within.
They were proud to be involved in the development of this game.
Of course, this enthusiasm would only last for a short time.
If the development of such a game took more than a year, they probably wouldn't work overtime no matter what.
But six months was just the time when their enthusiasm was at its peak.
Moreover, the development of this game didn't even take half a year.
The total development time for the game was approximately only three months.
By the time the development of StarCraft was nearing completion, Takayuki made a call, to a number in the United States.
On the other end of the phone was a big shot, the CEO of the Morgan Group.
"Hello? Mr. Takayuki?"
At the other end of the phone was a middle-aged man's voice.
Lorenzo Bain, CEO of the Morgan Group, and also the founder of the Morgan Group.
He was the uncrowned king of the Internet and electronic fields.
Takayuki could be considered a dominant force in the electronic gaming industry, but Lorenzo was the king of the entire electronic field.
In terms of status, Lorenzo was very high.
But Lorenzo had a great deal of admiration for Takayuki. He had even hinted several times that he could buy Gamestar Entertainment at a high price. Takayuki only needed to name his price, and as long as it was within an acceptable range, Lorenzo would absolutely not refuse.
But Takayuki had decisively refused.
The Morgan Group in this parallel world was roughly equivalent to Microsoft in the previous world, so they were indeed very wealthy. But Takayuki wasn't short of money either. He founded Gamestar Entertainment not to work for others.
He did it to realize his own value and to bring things to this world that they hadn't experienced before.
However, even though he refused, Lorenzo still valued Takayuki highly. So when Takayuki took the initiative to call him, he almost didn't hesitate to answer.
On the other end of the phone, Takayuki said with a smile, "Mr. Lorenzo, I think it's time for me to fulfill our agreement. There happens to be a new entertainment consumption exhibition recently, and I heard that you are planning to focus on promoting your new operating system. Perhaps our new electronic game can also be promoted alongside it."
"A new game?!" Lorenzo was pleasantly surprised. "Is it a new game designed for PC?"
"Yes, and like the original Doom, it will be a completely new type of game, and I've decided to exclusively release it on PC. Your Morgan Group's system can enjoy exclusive rights to it, thus fulfilling our previous agreement."