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After the eting ended, Myron Case went straight to the company's R&D departnt to oversee developnt progress.

He had an obsessive standard for product quality.

Even if users didn't necessarily need such high-quality standards—sothing most companies would just gloss over—he refused to cut corners. He insisted that his products must be the best.

It was likely because of this almost fanatical demand that his products earned so much praise and had beco so of the most popular consur electronics on the market.

As he watched the handheld console market in the gaming industry crumble under his pressure, the lingering frustration he once had with video gas began to fade.

Maybe he had overestimated video gas after all. People's needs for entertainnt were still simpler and more practical. Video gas still weren't truly mainstream.

While Myron continued to expand his smartphone empire, he was unaware that Facebook had already assembled a new R&D team of their own.

Their project: developing a proprietary operating system and a smartphone designed entirely by Facebook.

...

...

Initially, other Facebook shareholders were skeptical of entering the smartphone industry.

But recently, they had taken note of how well Myron Case's smartphone business was booming.

Given that, they no longer blocked Bob's efforts to develop a phone under Facebook's na.

At the sa ti, Takayuki was continuing developnt on a new ho console title.

Even with video gas being heavily criticized in the public discourse, reality had once again slapped the critics in the face.

Ga sales continued to climb, and society was beginning to acknowledge the value of gas.

And Takayuki had no intention of slowing down—he planned to strike while the iron was hot.

His next project: a brand-new Monster Hunter ga.

Thanks to prior developnt experience, the team was now proficient in handling the ga's combat chanics and nurical systems.

By now, Monster Hunter had built a stable core player base—around three to five million fans.

Each new release would attract this loyal group, but after several installnts, the series hadn't grown much beyond that.

So far, five entries had been released—roughly one per year.

Following Takayuki's directives, the ga had been receiving monthly mid-sized updates, each adding one to three new monsters, along with new gear and combat chanics.

Every six months, there was a major update—essentially an expansion pack. These not only enriched the ga but served as a secondary source of revenue.

More and more single-player ga studios had started following this model to increase earnings through expansion content.

Still, under Takayuki's leadership, the team had so integrity. They hadn't resorted to launching half-finished gas just to sell overpriced DLCs later.

Despite the consistent updates, the player base remained fixed around the sa three to five million since the third ga. There had been little breakthrough.

Now, the sixth installnt was Takayuki's next major step toward truly industrialized ga developnt.

"Our ho console now has greater power. With the help of Unreal Engine, we can create better visuals and more expansive features. I think it's ti for a generational leap."

At the ga developnt kickoff eting, Takayuki stood at the front of the room delivering a speech.

In simple terms, it was a morale-boosting rally.

And it worked well—especially at Gastar Electronic Entertainnt, where most employees were hardcore ga lovers willing to do anything to create sothing better.

Of course, this was also because the company paid them generously. None of them had to worry about money.

"President, could you briefly tell us what direction the new Monster Hunter will take?"

Takayuki paused, then looked at the crowd and said, "Sure. My vision is to create a brand-new Monster Hunter ga. This ti, our hunting maps will no longer be segnted, boxed-in environnts. Thanks to the enhanced capabilities of our console, we're now able to build a much larger and more imrsive hunting world. I plan to title this entry: Monster Hunter: World."

In the original tiline, Monster Hunter had two major turning points.

The first was when the series first launched on handheld devices. Its natural focus on co-op multiplayer made it perfect for on-the-go gaplay.

The second turning point was Monster Hunter: World.

This ga was the culmination of the series in the modern era.

It was the first ti the series broke 10 million units sold.

In terms of difficulty, World was noticeably easier than previous titles.

This ti, hunters had more allies during combat.

Even solo players could recruit wild Palicos or small wildlife companions to aid in battle.

Previously, items like whetstones would be consud after a single use. But in World, they were reusable. Combat animations were also more diverse, and damage was higher—yet still stylish.

This accessibility made the ga appealing to a wider audience, helping it join the 10-million club.

Naturally, Takayuki had no intention of missing out on developing this landmark title.

"Monster Hunter... World, huh." The dev team imdiately looked down and began taking notes furiously, not wanting to miss a word. They knew Takayuki was about to break down the ga's core structure.

"First, the world needs to have vertical complexity—from high to low elevations. And each region's creatures must behave differently. This ti, the ecosystem between monsters will be more complete."

Takayuki picked up a marker and began drawing on the whiteboard.

"I've ntioned monster ecosystems before, but back then, our console didn't have the power to support so many details. Now it does. We can finally make it happen."

"From small monsters to large monsters—they will each have their own territories. And if another creature enters their domain, it will imdiately trigger a conflict."

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