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This ti, Arno put a lot of effort into it.

Not only did he develop the gaplay as per Takayuki's requirents, but he also paid attention to the finer details, such as the vibration feedback on the controller.

Takayuki was impressed.

In the original version of Titanfall, the controller experience was good, but it wasn't particularly remarkable—just the level you'd expect from mainstream gas at the ti.

But Arno was very serious about it.

This reminded Takayuki of when he taught about how even the smallest details in gaplay could elevate the experience.

One or two good details in a ga might not seem significant to players.

But when more and more details add up—dozens or even hundreds of them—players will subconsciously feel that this ga is indeed great.

...

Sotis, players can't even explain why a ga is fun, but they just enjoy playing it, and that's often because the ga excels in the finer details.

This ti, Arno's team did a great job with the vibration feature.

The GSX controller is equipped with the most advanced technology available.

This was the result of Takayuki investing over a hundred million dollars in developnt.

He provided the basic design for the ga controller, and then the developnt team worked to create a controller that would fit ergonomically in players' hands as best as possible.

In the original world, the Xbox controller also cost over a hundred million dollars to develop, aiming to enhance the feel of the grip and the vibration feedback to the highest degree.

The previous generation of controllers focused heavily on vibration, using it to simulate different player actions.

It was widely praised at the ti for significantly improving the gaming experience.

This generation of the GSX controller takes it a step further by adding vibration functionality to the shoulder buttons, the trigger buttons typically used for shooting in gas.

By adjusting the vibration feedback, they were able to create a more nuanced shooting experience.

This feature might not appeal to competitive players who prefer stability and don't want any distractions or unwanted vibrations during gaplay.

But for new or casual players, the feeling is a huge improvent.

Now Takayuki could deeply understand this feeling.

Takayuki nodded. "Very good, this direction is excellent—using different vibration feedback to enhance imrsion."

Takayuki hadn't specifically ntioned this idea, but they had co up with it on their own, and that made him quite pleased.

He couldn't just feed them everything; they needed to co up with so innovative gaplay on their own.

Arno was excited. When he first thought about improving the vibration, he had been thrilled, feeling he had found a proper way to enhance the ga.

Now it seed like he had been right.

"Just be careful not to get so caught up in the details that you lose sight of the core of the ga itself."

"I know, I'll make sure to pay attention," Arno quickly responded, sounding sincere.

In this demo, it wasn't just the vibration feature that was improved. Other features Takayuki had suggested, like wall-running and double-jumping, had also been refined.

It still had so distance from the level of the original Titanfall 2, but it was nearly there.

So, Takayuki was quite satisfied with this demo.

"Good, this demo is really great. Let's use this version for the upcoming launch event."

"Launch event?" Arno looked surprised.

Takayuki said matter-of-factly, "Yes, the launch event. Our ga needs the right mont to be unveiled, and that ti is almost here. Plus, we have a few other gas to launch as well."

When Takayuki said this, Arno suddenly beca a bit nervous.

"Boss, could we wait a bit longer? If it's for a launch, I feel there's still room for improvent—like the environnt and character models need more optimization."

Takayuki shook his head. "No need. This is just a demonstration of the ga's early concept. It doesn't need to be perfect. Trust , what you've done is already very good."

"But still, I feel there's so dissatisfaction..."

Takayuki gave a reassuring smile. "Don't worry, you've done great. Don't sell yourselves short."

In the original plan, Takayuki had already planned to attend a major entertainnt exhibition.

As video gas beca more and more popular, just one or two exhibitions a year were no longer enough to satisfy the players' appetite.

Players now eagerly awaited more exhibitions and leaks.

For Gastar Electronic Entertainnt, it was fine—they attended their annual exhibitions and occasionally participated in international consur electronics shows. They also had their own Gasar Carnival where they announced various new updates.

But other ga companies didn't have the sa financial strength as Gastar Electronics.

They didn't have the ti or money to constantly hold these kinds of events.

Yet, they still invested a lot in advertising and promotion, which showed that their thods of promotion were sowhat outdated.

If it were Takayuki, even without much money, he would consider using online demos or live streams to increase publicity.

In this day and age, the internet had beco the most mainstream way for people to communicate and be entertained, so how could it not be leveraged?

Video gas and the internet were inherently connected, so it only made sense to increase promotion through online channels.

But most ga companies didn't seem to realize this yet.

Still, this wasn't a huge problem. As long as the ga was good, there was no fear of it not selling.

Sotis, Takayuki even took it upon himself to promote outstanding gas, which was a kind of benefit he offered to excellent creators in this world.

With that said, having only one or two major ga exhibitions a year certainly felt like too few.

Takayuki rembered the big ga exhibitions in the original world, where, unless affected by the pandemic, there would be online events, and offline events like E3, Gascom, and TGS in Tokyo.

At the end of the year, there would also be the annual TGA (The Ga Awards) event, where many large companies used the opportunity to promote upcoming gas.

But this world still lacked such frequent events.

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