"Faster, faster! I can't wait to see the ga footage!"
"Calm down, we just finished loading the ga onto the dev machine!"
The seven days of developnt had flown by, and the basic frawork of Assassin's Creed was finally completed thanks to the efforts of more than two thousand people.
Of course, a lot of asset reuse was unavoidable, but that didn't really matter—refinent and polish could always be handled later. And that kind of fine-tuning could easily be made up for with manpower, as long as there was a clear direction. The rest was just execution.
Right now, the only thing everyone wanted was to finally see the result of their seven days of hard work.
At last, the ga successfully booted up, and the title screen of their most anticipated creation ca to life.
"Look! It's running! It's running!"
The ga screen gradually lit up on the big screen, accompanied by a long, imrsive musical score.
"Hey, that's the piece I worked on! Takayuki-sensei wrote the lody, and we tweaked it during production—how does it sound?"
"It's great. Your audio mix is spot-on, and Takayuki-sensei's composition is beautiful. I had no idea he was such an accomplished composer."
"Of course! Back in the day, Super Mario, Zelda, Contra, and even Tetris all had background music composed entirely by him. That's what being a top-tier ga developer is all about!"
"Alright, alright—let's get into the ga already!"
People were getting impatient again.
As the screen transitioned, a dieval fortress appeared, and the cara slowly zood in on a hooded figure in white robes.
"Man, I still think it's kinda weird—he's so flashy, why does no one seem to notice him?"
"Oh co on, this is a ga. How can you have a cool character design without standing out? Just imagine that to the NPCs, he looks like a regular person—it's only the player who sees him all flashy."
So people in the crowd even started spontaneously adding headcanon explanations.
Takayuki, listening nearby, had once wanted to poke fun at the sa thing himself.
In Assassin's Creed, the first ga's outfit was fine, but by the second ga, the assassin outfits had beco incredibly flamboyant. And yet, sohow, no one in-ga ever seed to care.
But as soone else had just said—if it's cool enough, a little inconsistency doesn't matter.
Players would simply overlook any realism issues in favor of style. And honestly, when Takayuki first played Assassin's Creed, he'd still enjoyed it imnsely despite that.
"Turn on Eagle Vision! That's the feature I added! You can find assassination targets that way!"
Soone shouted excitedly from the crowd.
"Wait, look—there's a river nearby. We should try out the fishing system I proposed!"
That, of course, could only be yer talking.
yer was both a fishing and horse racing enthusiast, so he'd been the first to suggest adding those elents to the ga.
But his idea was imdiately t with groans.
"We're here to play as assassins, not beco fishern."
yer was crushed...
"It's starting! The ga's running!"
Excited shouts rang out as the ga officially began. This was the first ti such a large-scale collaborative effort had produced sothing playable.
Most of them ca from small studios—maybe 100 people at most. Large-scale developnt was rare.
But this experience seed to point them in a new direction.
In the crowd, Tanaka's eyes shone with excitent.
He finally knew what he wanted to do next.
He would focus on using industrialized ga developnt to create standard-setting gas.
He wasn't cut out to be a highly creative ga designer, but maybe he could be the kind of person who brought together many different ideas into one cohesive, expansive ga. Maybe quantity could lead to quality.
Takayuki had said it himself—small studios could never produce a cultural phenonon, because they involved too few people. Fewer developers ant fewer geniuses, and this industry was like panning for gold.
Tanaka was willing to be the guy who wasn't especially creative himself but who helped cultivate and support those who were.
On screen, the white-robed assassin slipped into a crowd, stealthily moving toward his target revealed by Eagle Vision.
Everyone held their breath, worried he might get spotted.
As the assassin neared his target, the player controlling him started to sweat.
Even though he'd helped develop the ga and should've known its chanics inside and out, he was still nervous.
"He's almost there!"
"Take the shot! Assassinate!"
"Hit the attack button already!"
Under the barrage of shouts, the player finally pressed the button—and a real-ti cutscene played.
"Face your judgnt."
With that quiet line, a hidden blade plunged into the target's throat.
The nearby enemies imdiately shouted and rushed toward the player's direction.
But the assassin lted back into the crowd without a trace.
By the ti the guards reached the scene, he was gone—as if he had never been there.
It was a simple gaplay sequence, but the mont the assassination was completed, the entire room fell silent.
They exchanged glances, their eyes lit with excitent.
This was the result of their collective work.
They'd all made many gas before—but this kind of clear division of labor, creating a working demo in just a week? That was a first.
So ga developnt could be this efficient?
That was their biggest realization.
"Takayuki-sensei, does this an we've finished making the ga?"
Soone turned to ask him.
"No, not yet," Takayuki said with a shake of his head. "I told you—this is an open-world ga. In this world, you can add anything. Never be satisfied with just completing the main content. An open-world ga truly gains its soul from all the things beyond the main storyline."
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