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The progress of the Third Ga Developnt Departnt was actually quite fast.

At least the programming work on hand had already developed about a third of what was needed.

At this pace, if they didn't consider so technical details and bugs, it seed likely that Cyberpunk 2077's basic frawork could be completed within another year.

With a basic frawork in place, they could begin another round of promotional efforts to show players a glimpse of the ga's potential.

In the original world, it took Cyberpunk 2077 eight full years from the first video release to its actual release.

And during those eight years, the ga was only a half-finished product.

Although there were reasons like the lack of experience of the Polish studio and insufficient developnt staff, these couldn't be used as excuses for forcing the release of a half-finished ga.

However, their marketing and promotional strategies were indeed textbook-worthy.

That was sothing worth learning from.

Learning from their strengths and discarding their weaknesses was what Takayuki aid to do this ti.

Recently, Tsukino Aya had also been quite busy with work, but she adhered to Takayuki's rule of never working overti, so her ntal state was still quite good.

Even when faced with technical difficulties, she didn't push herself too hard.

Perhaps, unconsciously, Takayuki had fully influenced Aya, or maybe Aya's personality was simply like that.

The Stanford Legion team was also working steadily, neither rushing nor slacking off, which Takayuki appreciated.

At least he didn't have to worry about them burning out.

Next, he went to the Fourth Ga Developnt Departnt.

This departnt was responsible for designing the side missions of Cyberpunk 2077.

There were many overlaps with the First Developnt Departnt, so Takayuki had assigned so of the character design tasks to the Fourth Developnt Departnt as well.

The people in this departnt looked just as anxious as the others.

Takayuki went over and tried to reassure them, urging them not to rush too much.

The ga developnt cycle was originally eight years, so if they developed it for eight years or even ten years, that was fine as long as the ga was excellent.

Of course, the developnt cycle shouldn't be too exaggerated; it couldn't go on for twenty years. That would make it the classic joke: "Grandfather, the ga you've been waiting for has been released, I'll burn it for you."

Takayuki's requests for ga details were actually similar to those in many classic open-world gas from the original world, but this world hadn't yet solved these technical issues.

But Takayuki believed that, given ti, this world would also overco these problems, and excellent gas would eventually erge.

Lastly, he visited the Ninth Developnt Departnt.

They were responsible for the overall difficulty curve of the ga.

To make a ga enjoyable, the difficulty curve was also a very crucial detail.

The ga had to be challenging for veteran players but not too difficult for new players. This balance was quite complex.

However, Takayuki didn't have any specific suggestions at the mont and would have to let their team work on it freely.

The Ninth Developnt Departnt had the highest level of freedom, so they appeared to be relatively relaxed with little pressure.

After visiting the four main Cyberpunk 2077 developnt departnts, Takayuki began thinking about the ga's progress.

At this pace, he estimated that the ga would definitely be finished within ten years.

Then, all that was left was to wait patiently.

At the sa ti, the players would also need to wait patiently.

"Next, I need to check the progress on Sekiro and Ghost of Tsushima," Takayuki thought.

While Cyberpunk 2077 was in developnt, the other ga departnts weren't idle.

The latest Mario ga was already in developnt, a Mario Maker-style ga and Super Mario Galaxy 2, both of which offered a unique gaplay experience.

Then, there was the developnt plan for Bayonetta 2.

Bayonetta had a dedicated fanbase, much like troid had in the past. Takayuki planned to release a few more installnts while the fanbase was still enthusiastic, then put the series on hold and develop other gas.

This pacing was ideal—not too fast, not too slow.

Ghost of Tsushima would likely be the easiest to develop.

It was a standard open-world sandbox ga, almost too standard, with little to distinguish it.

Oh, the one standout feature might be the ga's artistic style.

In the original world, Japan had top-tier filmmakers like Akira Kurosawa.

Ghost of Tsushima had fully adopted Kurosawa's filming techniques and storytelling thods.

In this world, there were also a few filmmakers who were extrely similar to Akira Kurosawa, two or three of them, in fact.

Takayuki had noticed that the film and other cultural productions in this world were very developed, with many excellent works.

So when Takayuki decided to develop Ghost of Tsushima according to the Japanese governnt's requirents, he specifically directed the developnt team to watch the works of these filmmakers—similar to Kurosawa's style—over and over again, ten tis or more, before beginning the ga's developnt.

Since an open-world ga was the most standard industrialized type, they needed at least one standout feature.

Imitating the storytelling and cinematography techniques of well-known films was the ga's biggest highlight.

Also, adding a unique ga filter to make it visually distinct.

Takayuki estimated that, barring any unexpected issues, Ghost of Tsushima should be near completion within a year, followed by six months of compatibility testing.

Then it could be launched on PC and ho console platforms.

Moreover, because this ga was an official governnt cooperation project, Takayuki also planned to release it on Suri Electronics' ga console platform and so niche gaming consoles.

Since Suri Electronics had released its flagship products on their own ho consoles, Takayuki couldn't be too stingy and had to reciprocate with so good products as well.

Sekiro and Ghost of Tsushima were two good choices.

As for Super Mario or The Legend of Zelda, those top-tier gas couldn't possibly be released on a competitor's console.

Those were the company's prized possessions.

Suri Electronics naturally knew this, and they were already quite satisfied that Gastar Electronic Entertainnt was releasing gas on their consoles. They didn't expect Super Mario or similar gas to appear on their platform.

They knew that wasn't going to happen.

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