Arnold really wanted to make this ga.
It was exactly the kind of ga he loved.
A first-person shooter with a sci-fi futuristic backdrop—these were perfect for his tastes.
Moreover, just looking at the unique level designs in the proposal that Takayuki had written, he thought it was incredibly interesting.
The most fascinating, of course, were the ti-traveling levels, where players could progress by constantly shifting through ti and interact with enemies from different tilines. It was super cool.
Truly, as expected of a ga genius—his creative ideas just kept coming one after another, like inspiration and creativity would never run out.
In addition to these ti-travel levels, there were other very interesting gaplay chanics.
The weapon attachnt system, along with the ability to slide and run across walls, were small innovations that, when combined, created an amazing new concept.
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Seeing that Arnold was very interested, Takayuki felt comfortable handing over the responsibilities of the ga's developnt to him.
Interest is the greatest driving force.
When you take an interest in sothing, the work becos much smoother.
This way, Takayuki could also relax a bit.
At the sa ti, like with the tal Gear developnt, they would need experts to provide support, along with the best concept artists.
This ga wasn't just innovative in terms of gaplay; its visual design was top-notch as well.
The rugged yet intricately detailed Titan chs.
Humans also wore incredibly cool battle suits.
The design of the environnts was carefully thought out, and each level was closely tied to the ga's the. These would all be the ga's defining characteristics.
Of course, performance was also crucial, and the advantages learned from tal Gear couldn't be discarded.
With the new task in hand, the developnt team quickly got to work on the ga.
At the sa ti, other gas were being released.
As a new ga console, it would be hard to attract players without a strong lineup of new-generation gas.
However, Takayuki only ever had one major flagship ga, and the others were supplentary.
These supplentary gas were now gradually being handed off to different developnt teams, without strict limits on gaplay and genre. Takayuki hoped to see so gas that surprised him—after all, as a gar himself, he still enjoyed surprises rather than just revisiting successful formulas.
Now that Gastar was financially strong, even if every team's developnt failed, Takayuki could still afford it.
Moreover, after years of nurturing and polishing, even if the teams made mistakes, they could still guarantee at least a three-and-a-half-star rating for their gas, which was above passing.
And that was more than enough.
These developnt teams were also actively seeking ways to enhance their strengths.
They worked with large corporations to develop entirely new online gas.
Learning from successful competitors, they began exploring MMORPGs, with a ga called Lost Dragon Treasure already becoming quite popular. They were also trying to develop similar gas.
Had it not been for Takayuki's clear developnt direction, they were considering creating a Dragon Quest-thed MMORPG.
Truth be told, using the Dragon Quest IP to develop an MMORPG was a great idea.
The ga's setting and foundation were already very solid.
However, in Takayuki's previous world, the Dragon Quest MMORPG didn't make much of an impact. Takayuki wasn't too excited about it, so he didn't let them go ahead with it.
Of course, if they finished their current ga and still wanted to create a Dragon Quest MMORPG, Takayuki wouldn't stop them. He believed they should walk their own path and not always be constrained by him.
Among the teams allowed to create freely, there was actually one ga that looked quite promising.
It was a top-down adventure ga developed by the third developnt group, which was very similar to Diablo—a standard hack-and-slash ga.
This team had previously worked on so of the troid titles, so they were very skilled at creating troidvania-style adventure gas.
This ti, however, they brought the traditionally side-scrolling troidvania gaplay into a top-down perspective.
Takayuki felt that if they added so randomized gaplay chanics, it would almost be a perfect fit for a later successful indie ga, Hades.
If they really managed to develop sothing like Hades, Takayuki would be a little excited.
However, this world couldn't all be about gas. After dealing with the company's matters, Takayuki was planning to head ho and relax, spending ti with Ayano Yatsuno, enjoying so private ti together.
"Boss, your fan account is blowing up. They're leaving ssages, asking if you're done resting, and they want your latest indie ga," Takayuki's phone rang as soon as he got back to Japan to relax.
The person who had been managing Takayuki's fan account couldn't resist calling him anymore.
Recently, Takayuki's fan account, which was also under the handle World Ruler on Nintendo's platform, had been flooded with ssages.
Stardew Valley had achieved an amazing success.
The ga had sold over five million copies, even though it was only released on the PC Battle platform.
In terms of sales, it was already one of the most famous gas.
Later, Takayuki also released a ga called Loop Hero on this account. The ga's design was simple, but its chanics were incredibly diverse, making it very enjoyable. Fans loved it, and those who didn't like it didn't leave negative reviews. Overall, it received great feedback.
After that, Takayuki created The Witch's House.
However, because of the slightly depressing storyline, the reviews were split, with so praising it, while others wanted Takayuki to make happier gas, like Stardew Valley.
"Look, we're all enjoying '627' here. Six days a week, sleeping at two, and starting work at seven," so fans joked.
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