The newly promoted managers had a big influence on Hayakawa Ueto. At the very least, he was now seriously considering whether the number of developers in the ga division should be expanded.
However, since the ga division was still losing money, hiring a large number of new employees all at once wouldn't be easy.
Still, before making any decisions, he wanted to take a closer look at what Assassin's Creed was all about.
So, Hayakawa instructed the newly appointed managers to finish handing over their previous duties and stabilize the current departnts. anwhile, he asked his assistant to collect and summarize all the latest information about Assassin's Creed.
The next day, Hayakawa received the information he had requested.
The night before, he had also tried out Assassin's Creed for himself.
To him, the ga felt fairly standard. In terms of quality, he'd rate it at about 3.5 to 4 stars—not particularly outstanding by Takayuki's usual standards.
In his mind, Takayuki was the kind of creator who rarely produced anything below 4 stars.
Still, the ga had so impressive aspects.
For instance, its historical accuracy stood out.
He wasn't an expert on the Crusades, but he found the story and the portrayal of that era's society and environnt in the ga very convincing.
What shocked him even more was learning that the ga's basic frawork was created in just one week.
How was that even possible?
At that mont, Hayakawa started to regret not attending that developnt class himself.
If he had been there, he might've better understood Takayuki's vision.
Industrialized ga developnt... could that really apply to video gas, a cultural product?
These were the thoughts that kept him awake all night.
The next morning, his assistant handed him the full report on Assassin's Creed.
The total number of people involved in its developnt exceeded 2,000.
Of those, 1,000 had participated in that course.
So were already Gastar employees, so were from Surrey Electronics, and others were indie developers or from other ga companies.
Under Hayakawa's orders, his assistant even investigated many of those people's backgrounds.
It wasn't hard for a large corporation to gather that kind of information—most developers loved to share their work and lives online.
Before that course, many of them shared one common trait: they had passion for ga developnt but lacked clear direction and had produced no notable works.
After the course, about 70% of them had made visible progress.
So had beco junior managers at ga companies, while others had made a na for themselves in indie ga developnt.
Industrialized ga developnt might result in formulaic, even boring gas—but it provided a solid foundation.
That structure set a reliable minimum. Whether developers could go beyond that depended on their own talent and effort.
Clearly, many of them had improved after getting that foundation.
Takayuki... really was impressive.
He was not only an incredible developer, but also amazing at training talent. Was there anything he couldn't do?
And Hayakawa realized he had underestimated Assassin's Creed.
Outside of his company, the ga had already beco a hit—especially among people who hadn't played many gas before.
One major benefit of formulaic ga design was that it lowered the barrier to entry for newcors.
At that ti, many large-scale gas beca increasingly complex, with higher learning curves as a way to increase player engagent.
But Assassin's Creed took the opposite approach—it simplified gaplay.
Run, jump, climb, assassinate.
No need to deal with complicated RPG systems or upgrading equipnt. Just focus on how to eliminate your target.
And even if you failed to stealthily assassinate soone, you could fight them head-on—the ga wouldn't punish you by forcing a restart.
The ga quickly gained a loyal following.
More than half of its fans were people who rarely played gas before.
For many of them, this was their first introduction to large-scale gas.
And in professional circles, the ga earned recognition too.
Gastar had a reputation for bringing in experts during developnt.
It had happened with Street Fighter, Monster Hunter, and Need for Speed—all of them involved professionals.
Assassin's Creed took this to another level.
The developnt team even traveled to Jerusalem to conduct on-site research.
They recreated ancient buildings—so of which had stood for over a thousand years—at a 1:1 scale in the ga.
That level of authenticity won the hearts of many history enthusiasts, and even the historians who acted as advisors began recomnding the ga.
"If you really want to experience a ga," they said, "you have to try Assassin's Creed."
"In this ga, not only do you get entertainnt, but you also gain an understanding of the culture during the Crusades. Everything is based on historical research—after all, we were the ones who helped develop it."
So of the 3D models of ancient buildings were even preserved as permanent data for local archives.
No one had ever thought about digitally preserving ancient architecture like that before.
Now, they realized that video gas could serve this purpose too.
Even if you live thousands of miles away, if you're curious about that region, you don't need to travel—you can simply play the ga.
This also served as great promotion for the region itself.
In fact, so officials even wanted to thank Gastar for giving them such a clever publicity idea.
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