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While chatting casually with his subordinates, Takayuki was also jotting down notes about the ga developnt progress discussed in the eting earlier.

The eventual success of The Binding of Isaac didn’t really surprise Takayuki.

If he were still just a fledgling ga developer, then making The Binding of Isaac would indeed have required careful deliberation.

But with the halo of the "God of Gas" surrounding him, many people would skip the initial stage of discomfort and instead proactively search for the ga’s fun and beauty.

This allowed The Binding of Isaac to spread and exert its influence at an astonishing speed.

Success was inevitable.

Of course, even if it hadn’t succeeded, Takayuki had his own contingency plan—that was to bring out so of the ga content that would normally only be updated later.

The Binding of Isaac: Afterbirth.

The Binding of Isaac: Repentance.

These follow-up expansions greatly enriched the ga’s content.

In fact, the current version of The Binding of Isaac had already been heavily modified by Takayuki.

He extracted so of the strengths that originally appeared only in the expansions and inserted them directly into the base ga, making it feel very complete right from the start.

Everyone in the company now felt nothing but admiration for Takayuki.

The God of Gas truly was still the God of Gas.

They were also very happy to be working at such a ga company—following behind the God of Gas always ant witnessing miracles.

And of course, they would go on to learn even more in the future.

Over a long period of ti afterward, a small number of people chose to resign from Gastar Electronic Entertainnt to start their own businesses, and all of them managed to build successful ventures of their own. Gastar Electronic Entertainnt’s ability to branch out and flourish was remarkably strong.

"Alright, enough talking about The Binding of Isaac. You all still have your own work to do. I’ve seen your account data—several of you have been playing The Binding of Isaac nonstop lately. Especially you, Uchiyama Ei. Over the past month, you’ve averaged more than ten hours a day playing The Binding of Isaac. Just how much do you like this ga?"

As company president, Takayuki naturally had access to every user’s playti on the Battle platform.

He himself was also curious about how much people liked this "complete" version of The Binding of Isaac.

The final result was that most people were completely imrsed in the world of The Binding of Isaac.

Even many employees in his own company had spent a considerable amount of ti playing it.

Uchiyama Ei, the head of ga developnt, was even more extre—over the past month, aside from his regular work hours, it seed like his life consisted of nothing but The Binding of Isaac.

An average daily playti of over ten hours.

Absolutely outrageous.

Uchiyama Ei scratched his head in embarrassnt."Well, that’s because the ga you made is really fun, President. And I’ve also drawn so inspiration from it—ideas I think I can use in gas I’ll be developing later."

"Oh? Inspiration?" Takayuki raised an eyebrow. "Tell —what kind of inspiration did you get? And which ga are you planning to use it in?"

Uchiyama Ei imdiately perked up."Of course, our flagship series—Resident Evil. Didn’t you already plan out the overall roadmap for eight Resident Evil titles for ? In the sixth Resident Evil that I’m currently developing, I’m planning to add randomly generated dungeon elents like in The Binding of Isaac, along with sufficiently high-pressure monster assaults. I think players will really love it—especially fans of The Binding of Isaac. They’ll definitely love the Resident Evil 6 I’m designing."

Takayuki looked at Uchiyama Ei with a strange expression.

There were rumors that Uchiyama Ei had sohow awakened a masochistic side of his personality.

He genuinely enjoyed being punished—and the harsher it was, the more he enjoyed it.

During the developnt of Sekiro, he had been one of the creative consultants.

Most of his suggestions involved increasing the difficulty of certain monsters or adding more AI complexity to elite enemies to make them harder to deal with.

In the end, he even had his own team heavily modify a top-tier difficulty version of Sekiro.

That ga could be described as true hell-level difficulty. Everyone said it simply wasn’t ant for humans to play.

Only Uchiyama Ei could play it with an expression of pure enjoynt, finding pleasure through constant death.

Now, seeing the satisfied look on Uchiyama Ei’s face, Takayuki felt increasingly convinced that the rumors were probably true.

This guy had really awakened so terrifying inner nature.

That said, this wasn’t necessarily a bad thing for Resident Evil as a series.

Resident Evil 4 was a peak.

It was the most well-balanced installnt in terms of action, suspense, horror, and exploration-based puzzles.

After the modern version of Resident Evil 4 was released in this world, it received perfect scores almost imdiately.

But Resident Evil 5 and 6 later leaned more toward traditional power-fantasy gaplay.

Especially the sixth installnt—picking up machine guns and engaging monsters in gun-fu was simply absurd. It was completely at odds with the original terrifying atmosphere of Resident Evil.

By the fifth ga, Takayuki had already deliberately pushed Uchiyama Ei to increase puzzle elents and the horror atmosphere.

As for the sixth ga, he hadn’t yet given any clear instructions—but Uchiyama Ei seed to have already figured out the developnt direction on his own.

Honestly, this saved Takayuki a lot of trouble.

"Hmm, your idea isn’t bad—adding random dungeon chanics to Resident Evil."

Uchiyama Ei was overjoyed and quickly asked,"Then, boss, is this kind of developnt plan okay?"

Takayuki nodded."Yes. Develop Resident Evil 6 along those lines. If you need funding or technical support, let know."

With Takayuki’s assurance, no promise could be more powerful.

Uchiyama Ei was extrely happy and had already begun envisioning the future developnt direction. He could finally incorporate so of the high-difficulty chanics he’d been planning into the ga.

But then Takayuki added one more sentence:"However, I need to say this—difficulty must be kept in check. It cannot be so high that players simply can’t play the ga. That is absolutely unacceptable."

Uchiyama Ei was stunned. He had just finished planning so high-difficulty chanics, and that single sentence completely shut them down.

Takayuki was genuinely worried that Uchiyama Ei might go too far during developnt and crank the difficulty to absurd levels. That would strip the ga of its fun and turn it into nothing more than a tool to tornt players.

If that happened, the ga’s reputation could collapse overnight.

"Hey, hey, Uchiyama Ei," his good friend Shiratori Umi, standing beside him, also chid in."If you want to make super high-difficulty stuff, do it for yourself—but don’t make the players suffer."

You are reading Video Game Tycoon in Tokyo Chapter 1142: The Legend of Uchiyama Ei’s Masochism on novel69. Use the chapter navigation above or below to continue reading the latest translated chapters.
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