"I know you're all very excited right now, but what I want to say is, the achievents we've gained so far are in the past. I don't think you want to just rest on your laurels and wait for things to co to you, right? If that's the case, I'm afraid I'll be very disappointed."
Takayuki joked with everyone below, and the crowd gradually stopped smiling, but the positive energy was still present.
At the sa ti, their eyes were waiting for sothing.
Once everyone had quieted down, Takayuki took out his new ga developnt plan.
"This ti, it's a new shooting ga. However, I plan to use a first-person perspective. This ga will be very different from tal Gear. This ti, I hope to make a breakthrough in the narrative."
At this point, the U.S. ga developnt team had already tasted the benefits of excellent storytelling.
So, when Takayuki told them that they would be making further breakthroughs in narrative, they all showed eager expressions.
"This ga is called Titanfall. You can first take a look at the ga developnt proposal I've prepared, which includes gaplay, background, and so of the new breakthroughs in combining gaplay and storytelling."
...
...
Printed copies of the ga developnt proposal were handed out to the developers, who imdiately gathered in groups of four or five to carefully read through the details.
This was Takayuki's personal ga developnt plan—definitely not ordinary.
One of the leaders of the U.S. developnt team was Arnold Raison.
His na sounded strong, but in reality, he was just a regular middle-aged man with so hair thinning due to years of hard work.
He was, however, a passionate gar.
In 1995, he was among the first in the U.S. to play Gastar's gas.
At the ti, he was already in his thirties, but the experience rekindled the youthful excitent he had long ago.
He then threw himself wholeheartedly into ga developnt and eventually beca one of the heads of Gastar's U.S. developnt team.
Arnold was also very fond of sci-fi stories.
The story background of Titanfall was set in humanity's future.
By that ti, humans had already achieved interstellar colonization and left their mark on various star systems.
This sci-fi background imdiately captivated Arnold.
He carefully read through the ga developnt plan, where Takayuki had even included descriptions of classic levels from Titanfall 2.
One such level was the ti-traveling mission, which was simply breathtaking when it was first presented to players. The ability to tell a story and display gaplay through continuous ti travel was truly innovative and left players amazed.
Titanfall's ga quality was top-notch.
But in the world Takayuki ca from, the timing was a bit off.
By that ti, two giant franchises in the FPS genre had firmly dominated the market, making it nearly impossible for any newcors to break through.
These two giants were Call of Duty and Battlefield.
These franchises had strong developnt teams and a yearly release cycle, which allowed them to dominate the first-person shooter market, much like how Takayuki's world had evolved.
Even though Call of Duty was essentially an annual product, it easily sold millions of copies upon release, even without any major advancents.
This kind of sales was a dream for any ga developnt team.
The industrialization of ga developnt was reflected perfectly in these two franchises.
Call of Duty initially gained fa for its excellent single-player narrative and later for its exceptional multiplayer gaplay.
Battlefield, on the other hand, always focused on large-scale warfare, providing players with a whole new experience and capturing their attention.
However, Battlefield eventually stumbled with a series of questionable decisions.
While ga developnt didn't always improve, players continued to buy the gas as long as there was sothing fresh, but Battlefield gradually beca the embodint of stagnation—each new release felt like it was produced on an assembly line, and the franchise's dominance was slowly eroding.
But even with this decline, Battlefield and Call of Duty remained the two giants of first-person shooters, and it was still incredibly difficult for anyone to surpass them.
Among the many challengers to these two giants, Titanfall was a very special case.
The developnt team that made Titanfall was responsible for the most iconic installnts of Call of Duty, naly Modern Warfare 1 and Modern Warfare 2, which solidified Call of Duty's foundation.
Later, the core developers left the team due to internal conflicts and were eventually taken in by EA to develop Titanfall.
At first, Titanfall was highly regarded by EA, seen as the potential second challenger to Call of Duty.
But it's not easy to slay a dragon, especially with EA often acting as an unwitting hindrance.
They released Battlefield and Titanfall 2 around the sa ti, competing with their own product, which hurt Titanfall 2's performance. At least half the bla lay with EA.
In Takayuki's eyes, Titanfall was an unpolished gem—carefully crafted but overlooked.
For various reasons, it wasn't given much attention in his world.
But in this new world, Takayuki hoped he could bring it to the forefront.
Besides, this world didn't have Call of Duty or Battlefield, and no first-person shooter was at their level.
Counter-Strike and Doom didn't count; they were evergreen titles but not dominant first-person shooters.
So, Takayuki believed Titanfall, which didn't fully shine in his original world, could achieve better results here.
"Boss, I can guarantee that if you develop this ga, it will absolutely succeed!"
At that mont, Arnold, who had just finished reading the ga plan, was flushed with excitent.
He could already imagine how successful the ga would be once developed.
This was a new attempt, a new challenge. If successful, with all the new gaplay breakthroughs in the plan, he believed this ga would definitely succeed.
It was a gut feeling, an absolute feeling of success.
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