This time, Gamestar Electronic Entertainment did not proactively explain anything. It seemed that the data was too straightforward, with almost no room for argument.
However, Gamestar Electronic Entertainment did declare that they would investigate the leakers thoroughly.
Then Takayuki didn't pay much attention anymore because this kind of thing needed to simmer slowly. It would definitely not be effective to make the flash memory manufacturers panic in the short term.
At this point, he already had new things to do.
That is the launch of the Monster Hunter production project.
This time, Takayuki planned to mobilize a team of a thousand people and for the first time, use motion capture technology.
With motion capture technology combined with motion data research, Takayuki hoped to accelerate the production efficiency of Monster Hunter from the beginning.
At the very least, motion capture could solve many of the action problems for humanoid characters, and the rest was how to build a mature and extremely realistic animal numerical system.
With the expansion of personnel in multiple development teams, several development teams now have over three hundred members.
Actually, they can no longer be called small teams, but should be called game development teams.
However, within Gamestar Electronic Entertainment, people still prefer to call them teams. This makes them feel a sense of cohesion. Losing the name "team" would feel like dispersing into sand.
Four development teams, plus a numerical research department, totaled thirteen hundred people.
If you count the motion capture team in the United States, the number of people developing the game has reached an astonishing fifteen hundred this time.
This is a very ambitious development in the current gaming industry.
Although it cannot be compared with later AAA games developed by two to three thousand people over six or seven years, it is still a very large scale for now.
Just the leaders of different teams gathering already exceeded a hundred people. Takayuki had to use a microphone for this game development meeting.
The second, third, fifth, and tenth teams will be responsible for most of the game content.
The remaining repetitive art assets and some irrelevant code writing will be handed over to outsourcing teams to produce.
This can speed up the pace a bit, and many outsourcing teams are very willing to work for Gamestar Electronic Entertainment. Takayuki is always very generous with money, and each outsourcing job is also a kind of training for these outsourcing teams, allowing them to have a deeper understanding of game development at Gamestar Electronic Entertainment.
Getting outsourcing work from Gamestar Electronic Entertainment can even be a stepping stone for many teams, allowing them to quickly familiarize themselves with the industry and strive to become real game developers.
Before this, Takayuki had already made plans for a long time.
Taking advantage of the previous period of time, he let the idle teams go out and gather experience in the wild.
This time, he wanted to build a truly complete ecosystem.
Actually, it doesn't need to be so complicated. Players may not really care that much; they just need to feel satisfied.
But Takayuki doesn't allow himself to do that.
This is also a kind of respect for outstanding works from past lives.
If he's just doing it to make money, there are more suitable works. Monster Hunter, for example, must inherit all the advantages it should have originally and then find a way to make them even greater.
In the world of Monster Hunter, there is a group of hunters who specialize in hunting monsters.
But this alone is not enough. Takayuki also wants to create a vivid world.
In this world, in addition to the players who are hunters, these creatures themselves will also have different relationship statuses.
For example, some creatures will rely on other creatures for survival, while some will form hostile relationships with each other. This cycle of mutual generation and restraint is what Takayuki hopes to express the most.
These contents were not reflected in the early Monster Hunter series. These things began to be slowly expressed only in the Monster Hunter World of the new generation, also because the performance of the game console at that time was enough to support such a vast and colorful world.
Now it's a bit difficult to create such a game on a handheld console with performance similar to that of the PSP, but it's definitely not impossible to overcome.
This time, Takayuki hopes to let the people in this world experience the charm of cooperative games.
Let them also fall in love with this new way of playing.
And this should also be one of the most suitable games to be shown on a handheld console.
In order to achieve these goals, Takayuki has been busy for the past few months as well. Apart from wanting to be a big bad wolf and shadow the flash memory manufacturers, he has also devoted his remaining energy to creating the vast worldview of Monster Hunter.
Sometimes creating a world can be addictive, at least Takayuki feels this way. A world unfolds slowly in his hands, and only those who have a similar mindset as him can resonate with that pleasant feeling.
Then, when all the teams finally freed up some time, Takayuki prepared to formally introduce them to this brand new world.
In the world of Monster Hunter, there are powerful and terrifying creatures.
They are the true rulers of this land.
And humans can only be considered a very weak race in this land.
But humans have one advantage, which is that they are good at using their wisdom to do things far beyond their capabilities.
Monster Hunters were born in such a land where monsters roam.
They are a group of people who thrive on danger. Their profession is to hunt monsters.
And the original intention of hunting monsters is to expand the human frontier and build a peaceful and peaceful home for humans.
In this worldview, hunters are very easy to die because every large monster is a real terror.
This time, Takayuki wrote several huge titles on the whiteboard.
'Torture Players'
'Co-op'
'Cultivation and Strengthening'
The label 'Torture Players' was even circled by Takayuki intentionally.
Seeing this label, everyone couldn't help but look at each other in confusion.
Torture players?
What kind of strange game development approach is this?
Didn't you, President, say before that players are all delicate creatures?
Didn't you say that there needs to be a very smooth difficulty curve, absolutely not to let players feel despair at the beginning, and to slowly plot it out?
If you, President, just want to do a little experiment and then lead a team to develop a game that tortures players, it's still understandable.
But this time, President, you gathered multiple teams again to develop a game together. The last time someone received such treatment was Final Fantasy 7.
This is completely different from what was imagined before.
Looking at the somewhat bewildered expressions below, Takayuki seemed to have already anticipated it, and the corners of his mouth couldn't help but lift slightly.