With Tsukino Aya by his side, if there are any programming issues that co up during the plot arrangents, they can directly ask Tsukino Aya if they're feasible.
Then, Takayuki and a few others dive back into plotting the storyline.
Tsukino Aya listens curiously on the sidelines, finding it more and more intriguing as she listens.
The protagonist, Ryuichi Naruhodo, is a rookie lawyer who has just entered the profession and is working at a law firm.
His first case is a murder involving soone he's close to.
This story can be considered a beginner's guide, aid at familiarizing players with the basic gaplay chanics, and then giving them a rough impression of the ga through this relatively simple puzzle.
The quality of a ga also depends on the gradual progression of difficulty.
If this aspect is tuned well enough to allow players to experience smooth increases in difficulty and rhythm, it can easily keep players hooked.
In Tsukino Aya's eyes, the deduction plot of this first story can only be considered relatively good, but it's different from what cos after.
As Takayuki and the writers discuss together, the complexity and ups and downs of the story quickly soar.
Just watching a few people write the storyline, Tsukino Aya feels an urge to play.
Really? So, deduction can also be turned into a ga. I never thought about that before.
Even Tsukino Aya herself didn't expect to be so interested just by looking at the ga outline.
It seems like coming here was the right choice.
After discussing the storyline with the writers all day, and seeing that Tsukino Aya doesn't have much to do, Takayuki decides to take her along to et with the developers in the team.
This ti, he plans to work on Ace Attorney and The Sims together.
Ace Attorney shouldn't be too difficult, but The Sims requires a thorough study of ga technology design.
The Sims doesn't need frequent updates; it relies on players' exploration and gaplay without strict plot restrictions.
The goal of this ga is to live out a second life.
When The Sims 1 was released, it was sowhat experintal. Later iterations focused more on adding new ga chanics and gaplay.
So, why not incorporate these features into the first generation?
For example, character creation, aging, marriage, love, family, friendship, and house building.
Although each of these may not seem outstanding individually, integrating them without causing bugs is quite a technical challenge.
The entire Sims ga is like a miniature world, and the more comprehensive the feature expansion, the easier it is for players to feel imrsed and addicted.
It's hard to say for other regions, but The Sims has quite a large audience in Europe and Arica.
At this mont, several developers around Takayuki show admiration in their eyes.
Up to now, Takayuki has always been at the forefront of the industry, and no one can surpass him.
Even though Gastar Entertainnt is already a leading company in the industry and could probably rely on existing titles for profit, Takayuki himself is always innovating.
His ideas for new gas are endless.
When they first heard about The Sims, they didn't pay much attention, thinking it was just another life simulation ga.
But as Takayuki describes the ga's content in more detail, they realize it's much more than just playing through soone's life.
Just listening to Takayuki's description makes them want to play.
Takayuki may not match everyone in technical skills, especially Tsukino Aya, who surpasses him in that regard.
But when it cos to creativity in gas, Takayuki is always unbeatable.
"Takayuki, seriously, how many more ideas do you have left?"
After all the work is done and everyone else has gone ho, Tsukino Aya stays behind to help Takayuki a little more.
At this point, she finally can't help but ask the question she's been wanting to ask the most.
"How many ideas? That's hard to say. Sotis my ideas just co out of nowhere. Inspiration always strikes suddenly."
Takayuki's ambiguous answer is partly because he wants to shift the focus a bit.
Actually, he feels quite uneasy facing this question.
Most of his ideas co from mories of his past life, which also allowed him to seize the timing and location in this world.
Without them, he would probably just be an ordinary person in this world.
But he can't say that.
Tsukino Aya's mood is sowhat complicated.
She has never been willing to admit defeat easily and has always believed that she is very capable.
Tsukino Aya usually has a cool and unapproachable deanor, and she also has a strong competitive spirit.
Since she first played the electronic gas created by Takayuki and found joy in them, she has been constantly thinking about surpassing Takayuki.
So she's willing to constantly learn from Takayuki and co to this company.
But Takayuki seems like an abyss.
Every ti he seriously develops a ga, it ans he will create a new genre of ga again.
Sotis innovating in a certain cultural industry based on the predecessors' work isn't too difficult.
As long as you make so adjustnts and add so of your own personality, you can gain so fa.
But Takayuki, this guy, has almost never repeated a genre in ga creation.
Even if he does repeat, the ga he creates is bound to be an enduring classic.
There's already a saying in the gaming industry.
There are two types of ga developers in this world: Takayuki and everyone else.
And only Takayuki can create the gas that Takayuki creates.
Those ga developers should be grateful that Takayuki is only one person and not so kind of deity.
Fortunately, he doesn't have the capabilities of a god and doesn't churn out countless gas non-stop like a productive sow.
If Takayuki were as prolific as a sow, other ga developers would have no way to survive in this industry; it would beco a one-man show starring Takayuki.
As ti goes by, Tsukino Aya's desire to surpass Takayuki is slowly being extinguished. There's no way to surpass him, no way to beat him. It's really despairing.
Especially for soone as competitive as her, it's even harder to accept.
It can only be said that Takayuki has despair-inducing talent.
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