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Other gas can be given less attention by Takayuki, but The Legend of Zelda: Ocarina of Ti and New Super Mario Bros. must be taken more seriously.

Takayuki really doesn't want The Legend of Zelda series to falter under its leadership. It's a legendary series from the previous gaming world, with almost flawless reviews. If it falls into their hands and doesn't et expectations, it would be quite embarrassing.

So, Takayuki is putting most of its efforts into these two gas.

The sixth developnt team is best at solving various technical challenges, and The Legend of Zelda: Ocarina of Ti is the most technologically intensive ga.

Real-ti combat, the ability to lock onto enemy characters, and the textbook-quality over-the-shoulder perspective are all tasks that Takayuki confidently entrusts to the sixth developnt team.

Then there's New Super Mario Bros., a ga originally released on the NDS world, which Takayuki also wants to improve in quality.

The original ga was already good, but it's relatively less famous among all the titles. To improve the overall quality of this ga, there needs to be so innovation in gaplay.

And the first innovative feature that Takayuki can think of is the Creative Workshop.

This later beca the Super Mario Maker series.

Takayuki roughly estimated its current technological level.

At present, their technological level is just enough to create the foundation of Mario Maker, but to perfect it like Super Mario Maker, there's still so way to go.

But they can use this new Super Mario Bros. ga as a trial run.

With the foundation of the original ga, the overall quality won't be too bad. Then adding the Creative Workshop gaplay where players can customize their own levels, they can also gain so experience in developing this kind of Creative Workshop. Takayuki already has many gas in mind where the gaplay can be changed through Creative Workshop, so it's indeed sothing that can be started early.

However, the developnt of this new Mario ga can only be handed over to other ga developnt teams.

Building such a Creative Workshop is also a technical task. The sixth team, led by Takayuki, is preparing to work on The Legend of Zelda: Ocarina of Ti, so the only one Takayuki can think of to manage this new ga project is Aya Tsukino.

But it seems that there aren't enough hands available at the mont. Takayuki needs to talk to her later. For now, he'll go find the sixth developnt team.

After making the plan, Takayuki imdiately went to find the current head of the sixth developnt team, Fuyuki Tohjiro.

Fuyuki Tohjiro is a talent that Takayuki accidentally discovered. Previously, he was just an unknown salesperson in a shopping mall.

One day, while browsing in a shopping mall, he happened to be helping out with on-site repairs and demonstrations of gaming machines in a store selling ga consoles. After repairing them, he could even directly modify FC machines with his ingenuity, making the picture quality on the TV screens better and more appealing to players, thus increasing sales.

At that ti, Takayuki thought he was a talent in electronic engineering developnt, so they recruited him into the initial engineering developnt team to beco one of the employees and develop new ga consoles.

But after the release of SFC, he voluntarily requested a position change. He felt that compared to developing ga consoles, he preferred developing interesting gas, and he believed he had the ability to manage a team.

At that ti, Takayuki happened to lack soone like him who was willing to take the initiative, so they simply assigned him the task of developing gas for a temporary team of over twenty people. The result was quite good. At that ti, the original leader of the sixth developnt team was showing so weakness in managing a team of over a hundred people. So Takayuki decisively appointed him as the new leader of the sixth developnt team.

Later on, Fuyuki Tohjiro participated in the entire developnt process of Final Fantasy 7 shortly after taking office, allowing him to quickly grow into a responsible person with outstanding managent and creativity.

If he had resigned at that ti, there would have been countless invitations from other companies offering him executive-level producer positions. But he was very grateful and appreciative. He thanked Takayukifor recognizing his talent and allowing him to grow from an ordinary salesperson to the leader of a team.

And people in his position don't need to worry about money at all. Takayuki has always been quite generous in paying its employees, and being employed by the top gaming company in the industry cos with very generous salaries. Not many people are willing to leave even if the salary offered elsewhere is higher because there's still a sense of disparity between coming out of a Fortune 500 company and going to work for a small, unknown company.

Until now, Fuyuki Tohjiro has beco a core mber of the sixth developnt team.

Summoned by Takayuki, Fuyuki Tohjiro imdiately responded. They had been waiting for Takayuki's call at any mont.

Ga developnt leaders like them are also fully involved in the design and developnt of handheld consoles. They can provide a lot of advice from the ga developnt perspective to the engineering developnt team, making the developnt of the gaming machine more conducive to ga developers.

Fuyuki Tohjiro had long known that he would be summoned by Takayuki sooner or later.

With over ten core mbers of the sixth developnt team, along with Fuyuki Tohjiro, they ca to the small eting room. Takayuki had been waiting here for so ti.

After they were seated, Takayuki straightened up slightly and said, "Everyone, I apologize for the delay. You will have very challenging tasks ahead, and I hope you can handle them as usual."

Takayuki held the prepared plan in his hand, looking directly at everyone.

Everyone's spirits lifted. Whenever Takayuki personally summoned them, it ant that a big task was coming. Moreover, Takayuki's serious expression now indicated that they needed to be fully focused.

Takayuki had the assistant distribute the prepared materials to everyone, then began to explain his ideas and considerations for this new ga personally.

"The Legend of Zelda series is a relatively old one. This ti, I want this series to beco the launch title of the gaming machine. I believe you all understand the significance of a launch title for a new gaming machine, right?"

A launch title for a new gaming machine is basically the face of that gaming machine.

As the face, it must be flawless.

Any flaws would be deeply regrettable.

This era is not yet a ti when ga developers can slack off. Ga developers of this era also have their own beliefs. They hope to create excellent works and unleash their passion. Slacking off? That's not an option.

Of course, occasional slacking off is normal, but the quality of the ga must never be compromised. This has always been the corporate philosophy that Takayuki instills in every employee, and it's precisely because of this reason that every ga released by the company becos a talk of the town.

You are reading Video Game Tycoon in Tokyo Chapter 413: The planning of The Legend of Zelda: Ocarina of on novel69. Use the chapter navigation above or below to continue reading the latest translated chapters.
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