A forty-eight-hour, nonstop ga developnt competition was, for developers, nothing short of a video-ga-style marathon.
And Takayuki had been continuously watching every single ga they developed, even personally stepping in to experience many of them.
However, Takayuki did not give too much advice during the process. At most, he would casually remind them of a few potential issues they might encounter in developnt, so they could take precautions in advance.
When the forty-eight hours finally ended, the judging process officially began.
It was only then that the other judges realized Takayuki had not closed his eyes for two full days.
The rumors were indeed true—Takayuki not only possessed extraordinary ga developnt talent, but also astonishing stamina.
That said, judging the gas was the real priority.
Across the three major categories, nearly fifty judges in total conducted careful and detailed evaluations. On the evening of the third day, the final results of this year’s competition were announced.
One ga in particular left a deep impression on Takayuki.
It was developed by a young team from the United States. The ga type was very similar to Terraria—a 2D side-scrolling sandbox simulation.
With "wings" as the core the, they created a boundless world of floating sky islands.
Each island could randomly generate different ecosystems and resources. Through continuous gathering and construction, players would eventually build a massive floating city.
However, because they had only forty-eight hours, the ga existed rely as a rough prototype. Even so, Takayuki had already seen its potential.
During judging, however, the ga failed to win any awards. Its scope was simply too large—far more than could be completed in forty-eight hours—leaving it a half-finished product.
The young team took it in stride. They explained that they were already employed at a ga company and had co mainly to experience the on-site atmosphere and exchange ideas with other developers. Winning awards was not important to them.
Next, as the most senior judge of the competition, Takayuki naturally beca the award presenter for the three main categories.
He awarded honors to the developers of the outstanding gas, and at the sa ti announced his plan to establish a dedicated ga crowdfunding platform.
So developers had been feeling disappointed for not winning any awards. They believed their gas were quite good, and so had even gained online support by sharing developnt progress in real ti.
If given more ti and resources, they might truly be able to create a great ga.
Unfortunately, everyone still had to survive. Creating indie gas purely out of passion was not a sustainable long-term solution.
This ti, however, the crowdfunding platform Takayuki announced was designed specifically for ga developers.
If you believed your ga had real potential, you could promote it on this platform.
This would be a paradise for indie ga developers.
Here, many players who genuinely loved indie gas would gather. They could learn imdiately which gas were being developed and which creative ideas might soon be realized.
And this was more than just a crowdfunding platform—it was also a partner recruitnt platform.
Anyone could propose an idea on the platform. If other developers found the idea appealing, they could directly contact the proposer and collaborate on ga developnt.
In today’s highly developed internet era, even people separated by oceans could easily communicate online. Distance was no longer an obstacle to ga developnt.
This also provided indie ga enthusiasts with a better place to connect.
It would beco a hub for communication, fundraising, and attracting fan support.
To set an example, Takayuki then revealed an indie ga he had personally been developing.
The ga was called The Binding of Isaac.
The na sounded a bit strange, but since it was developed by Takayuki, it imdiately drew massive attention.
Takayuki himself served as a powerful traffic magnet.
His reputation could attract attention from the very beginning, allowing the crowdfunding platform to gain strong visibility early on.
At the sa ti, Takayuki promised that over the next few years, he would continue to regularly release indie gas developed by himself.
Each ti he finished one project, he would prepare the next, ensuring that his fa would continuously draw players’ interest toward indie gas.
With Takayuki’s commitnt, the developers present all showed expressions of delight.
They truly needed a platform like this.
With enough traffic, even highly niche indie gas might be able to earn money—or at the very least, give independent-minded developers a chance to realize their dreams and make a living doing what they loved.
A few days after the Ga Developers Competition ended, the BattleNet platform opened a new section dedicated exclusively to indie gas.
This section would be managed and operated by the Ga Developers Alliance, while BattleNet would provide network service support.
In return, all indie gas were required to prioritize launching on BattleNet. Launching on other platforms was allowed, but revenue sharing would be reduced accordingly.
For example, if developers originally received 90% of the profits, refusing platform exclusivity would reduce their share by 20%.
This was nearly identical to Gastar Electronic Entertainnt’s early strategy.
Developers felt this was completely reasonable. Gastar Electronic Entertainnt provided the platform, the traffic, and generous revenue sharing—requesting platform exclusivity was only natural.
And even if a developer did not want exclusivity, Gastar Electronic Entertainnt did not impose draconian terms like seizing copyrights; the only difference was a slightly lower revenue share.
Taking only 10% of profits from indie developers barely covered the basic operating costs of the indie section. This was essentially Takayuki subsidizing ga developers to a certain extent.
So the choice was obvious—beco exclusive to Gastar Electronic Entertainnt.
Indie developers, after all, did not have overly complicated considerations.
The mont the crowdfunding section went live, the very first crowdfunded indie ga was announced and prominently displayed at the top.
That ga was Takayuki’s own indie project: The Binding of Isaac.
The ga even included a playable demo. Takayuki had no interest in flashy marketing tricks—he simply put a polished demo in front of everyone.
Whether it was fun or not, players could find out by playing it themselves.
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