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"All of these gas share one common trait—their developnt ti was definitely not long. If Unreal Engine was used, most of them could have been completed in less than a day."

"I’m not saying that a ga must take a long ti to make. So gas can indeed be created quickly through creativity. But these gas should serve as counterexamples. If you want your removed gas to regain players’ trust, then you need to put real care into developnt. Ga developnt is not simple—it requires genuine effort."

Takayuki spent almost an entire day going through more than a hundred removed gas, one by one.

From each ga’s concept to its developnt details, he spoke as if he were the actual creator of all those gas, fully understanding every nuance of their developnt.

So of the developers felt deeply ashad.

Not all of them were like Hanladi, who only cared about quick money. So genuinely wanted to make good gas, but laziness had led to diocre results.

After Takayuki’s guidance, many of them had an epiphany. At the very least, they now knew how to move forward with developnt—and from there, the remaining work would be much easier.

As for the other developers present, they benefited even more.

During developnt, they constantly ran into problems, yet often had no one to give them reasonable advice or answers.

There was no shortage of ga developnt guides online, and Gastar Electronic Entertainnt’s official website even provided a complete developnt workflow.

But a workflow alone could never cover every detail of the developnt process.

By treating these hundred-plus gas as a comprehensive collection of developnt problems, Takayuki solved them live—effectively addressing many issues other developers faced as well, leaving them suddenly enlightened.

"So that’s it! This stuttering issue I’ve been struggling with for ages—it was caused by this! I searched everywhere before and couldn’t find the problem. Now it finally makes sense!"

"Different gaplay systems can cause unexpected conflicts like this? They can even crash the entire system? That’s unbelievable. Ga developnt really is complex—I was thinking too simply before."

Everyone frantically took notes, recording every key point Takayuki ntioned.

Of course, the exchange eting was livestread, and the footage would be archived. Anyone who wanted to revisit it could watch the recording later.

In the future, Takayuki would hold at least one such eting every year, using so of that year’s gas as negative examples.

So might feel embarrassed about being used as counterexamples, but in ti, being singled out by Takayuki would beco a different kind of honor. A ga noticed by him would inevitably have sothing special worth learning from—even if it was flawed.

That said, this ti around, the developers of the removed gas didn’t receive such generous treatnt.

"Sorry—I talked a bit too much today. My throat’s gone dry."

By a little past seven in the evening, the number of people in the venue had barely decreased from the beginning.

Most people would have been exhausted by now, but the attendees were still highly energized.

Having the chance to discuss ga developnt directly with Takayuki—and get personal answers—was incredibly rare.

"Thank you for your hard work, Mr. Takayuki!"

"I’ve really learned a lot today."

"Absolutely. I feel like my future developnt efficiency will improve drastically. Without this eting, I might not have made much progress for a long ti."

Everyone felt fortunate—grateful that they had co to this exchange eting.

The gains far exceeded what they could have achieved by working alone in isolation.

If they could, they would have happily stayed even longer.

But all etings must co to an end.

Before concluding, Takayuki brought up several cyberpunk gas that he had tested earlier but had not removed.

If there were negative examples, there also had to be positive ones.

So cyberpunk gas might indeed have ridden the trend—but that was fine. As long as the work itself was solid, anything could be discussed.

What made so gas unacceptable was not trend-chasing, but doing so carelessly—treating players like fools and insulting their intelligence.

Those were the gas Takayuki had no rcy for.

But for gas that delivered a good experience, he personally recomnded them on the spot.

One such ga was Cyberpunk: Hacker Trace, a roguelike with troidvania-style gaplay.

There was nothing fundantally wrong with its chanics, and its art style was clearly the result of thoughtful design—not a collection of public-domain assets or outright copies.

More impressively, the ga had no major bugs.

The full playthrough lasted around seven hours, and the experience was densely packed and well-paced. It was genuinely a solid ga. Even on the day before the exchange eting, the developers were still fixing bugs, doing their best to make the ga as polished as possible.

That attitude alone was worth Takayuki’s recomndation.

Several other gas were similar—qualified works that earned his praise. He didn’t hold back his complints and expressed his hope that more people would continue creating within the cyberpunk genre.

Takayuki didn’t mind others riding the cyberpunk wave. On the contrary, he hoped more creators would produce richer cyberpunk works.

Whether in film, animation, gas, or literature—cyberpunk was a culture worth exploring deeply.

The developers whose gas Takayuki praised were overjoyed.

Being praised by him had beco an honor in itself.

And even before this, they had already gained significant profits through Battle’s official recomndations, making them the true beneficiaries of this incident. They were now among the platform’s most loyal supporters.

At the sa ti, this sent a clear signal to the outside world:

If your ga is made without care, Battle—the world’s largest ga distribution platform—can remove it at any ti.

If you believe in your abilities, you’re free to list your ga elsewhere.

Battle simply won’t accept it.

The exchange eting finally ended at around eight in the evening.

And at that very mont, online discussions began surging at a rapid pace.

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