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95.07% Video Game Tycoon in Tokyo / Chapter 463: A wonderful creative environment

บท 463: A wonderful creative environment

With the guidance of professionals, the construction of the game's worldview progressed rapidly, faster than Takayuki had imagined.

In just three months, the game scene was basically completed.

This is a Monster Hunter game, but it's not exactly like the Monster Hunter from the previous life.

In fact, the first generation of Monster Hunter had many shortcomings. At that time, the first generation of Monster Hunter was also a kind of experimentation, an uncertainty.

Only through continuous experimentation did they gradually find a path to success.

And in this world, the starting point of the first generation of Monster Hunter is already very high.

First of all, this game will be released on the GSL handheld console.

Originally, the GSL handheld console already had a built-in wireless networking module.

However, until now, there haven't been many games that can use this networking module. More people use this module as a more convenient way to exchange Pokémon during Pokémon games.

But Monster Hunter is a complete utilization of this networking, allowing players to truly experience the joy of face-to-face networking.

At the same time, this also paves the way for future networking games, allowing players to gradually adapt to this mode of networking.

And then, when network services become more perfect and advanced in the future, online networking can also be greatly developed.

After the scene construction is almost complete, the next step is to create monsters that better fit these scenes.

With sufficient manpower and a more creative environment, the employees burst out with imagination that even Takayuki found somewhat unexpected.

"President, this is the monster I envisioned. This monster lives in a poisonous marsh, relying on swallowing marsh gas and special marsh plants for survival. Players will fight against this dangerous creature in the poisonous marsh environment, where the battle will be extremely dangerous, perfectly embodying the means of torturing players that you mentioned, President."

"President, my monster is a gigantic mountain-shaped behemoth. Hunters can ride special flying vehicles, carrying all sorts of oversized projectile weapons and crossbows to engage in a life-and-death battle with this behemoth. Of course, I believe the difficulty shouldn't be too high, mainly focusing on the visual impact of the mountain-shaped behemoth's size."

"President, I have an idea for a monster..."

"President, I..."

In addition to these daily creative artists and programmers responsible for creativity, even the old biologist submitted his own monster design.

And this old biologist is obviously more meticulous in this regard. He even researched the population relationships of these new creatures, detailing their advantages, weaknesses, and even the basics of their mutual generation and restraint.

It can only be said that the creative environment within Gamestar Entertainment Company is really good. Even old people with gradually solidifying thoughts can become lively in this environment.

And these monster ideas were all accepted by Takayuki because each one indeed has its own unique features.

The biggest feature of this Monster Hunter game is also the various unrelated, strange, powerful, or amazing monsters.

High-quality monster design is the biggest plus point, and players will become immersed in such a monster environment and be unwilling to leave.

However, so many designs and ideas about monsters certainly cannot be released in just one game.

A game generally has an upper limit on content. If it exceeds too much, it will be a burden for players. This must be controlled well. It's not that having an infinite amount of game content and high quality is really good; it needs to be slowly accepted and adapted by players.

This is also a science.

The progress is gratifying, and the creativity is also excellent. The spirits of the entire development team are very uplifted.

It seems that in a while, a relatively complete playable game can be produced.

By then, they are eager to see players' feedback on this rich world.

Within Gamestar Entertainment Company, everything is thriving, but in another industry, things seem a bit bleak.

Recently, several flash memory manufacturers in Japan are not doing particularly well.

With Surya Electronics aggressively promoting their own high-definition disc standard, it seems that many people in society are increasingly recognizing this, believing that discs will be the future star.

At the same time, discs are also described by Surya Electronics as products with great collectible value, just like vinyl records. As time goes by, they will gradually become very rare items. Moreover, they can be taken out for repeated enjoyment at any time without any restrictions. With large capacity and low cost, this is the greatest advantage of discs.

It can be said that Surya Electronics' vigorous promotion is very successful.

Whether it's the mini-disc system of the PNV handheld console or the Blu-ray discs of their own PNF home console, they are now becoming more and more mainstream.

For this reason, Surya Electronics has also invested heavily in subsidies and coupons, encouraging more people to buy their standard discs.

As a competitor, another high-definition disc standard manufacturer obviously cannot match Surya Electronics in terms of financial strength.

This should be the strength and confidence of a comprehensive electronics giant.

Morgan Group is vigorously promoting products like their TV boxes, but the results are not particularly good. Gradually, more and more film and television companies are joining Surya Electronics, using the disc standard of Surya Electronics.

"I've been saying that we shouldn't have played this trick in the first place. Now we've indirectly driven away most of our former customers, and now they've all turned to the embrace of discs!"

Inside the headquarters of a well-known flash memory manufacturer, senior executives are anxiously blaming the guy who decided to spread the news about the factory fire.

Originally, flash memory enterprises were gradually developing well. But suddenly, because they wanted to raise prices slightly and attract attention in such a boring way as a fire, it led many major customers to start worrying that flash memory might indeed be very unstable and prone to fires. In terms of storage capacity and manufacturing costs, flash memory now cannot compete with discs. So, in order to pursue cost-effectiveness, many customers have turned to try discs, which are a cheaper storage solution.

Flash memory manufacturers have thus played themselves.

Except for being easy to read and write and more portable, flash memory is not better than the disc system in other aspects.

And recently, discs are also developing towards portability. Surya Electronics' mini-disc is an example.

In the future, making them even smaller is not impossible.

Of course, the future definitely belongs to flash memory, but from the current perspective, flash memory really cannot compare to the disc system.

"What should we do? Try to lower the price and see if we can make customers change their minds?"

"I'm afraid that lowering the price won't help much. After all, we definitely can't lower the cost to the level of discs."


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