Even Gastar Electronic Entertainnt's secondary-tier ga releases were considered major titles by other ga companies.
What's more, Gastar's annual lineup always covered every genre imaginable:
Role-playing, open-world, racing, and sports gas.
In 2014, with the FIFA World Cup taking place, Surey Electronics—holding the official FIFA license—naturally aid to release a standout soccer ga that year, hoping to ride the global hype wave for strong sales.
Unfortunately for them, Gastar's soccer series wasn't pulling any punches either. That sa year, they released a new installnt of their own Football League franchise—complete with multiple official club licenses.
One company relied on the World Cup hype to boost sales; the other relied on consistent quality and a loyal player base. In the end, both made a killing.
Soccer gas already sold reliably in the tens of millions, and this year was no exception.
Surey Electronics surpassed five million units shortly after launch, making it one of their rare cash cows.
...
Still, even with the World Cup advantage, they couldn't beat Football League, which sold over ten million copies in its first week, maintaining its usual dominance.
Clearly, when it ca down to hype vs. gaplay, players chose the better experience.
Gastar's other gas that year each averaged over three million units in sales.
With an average developnt cost of just 30 to 40 million dollars per ga in 2014, every title was a guaranteed return on investnt.
And the profits kept flowing back into Gastar's growing reserves.
Large-scale projects like the the park required enormous funding, and Takayuki could only feel secure once another wave of revenue had rolled in.
Of course, Cyberpunk 2077 also continued to receive heavy investnt.
After a year of developnt, the direction for 2077 had mostly solidified, and production was now in full swing.
This ti, Cyberpunk 2077 would feature a massive cyberpunk tropolis.
In the original version of the ga, certain city areas—like the rocket launch facility—were left unfinished or unused. But Takayuki's version would fully model every part of the city, with stunning detail and a huge variety of gaplay features.
The original ga's vehicle system, truth be told, was poorly implented. The driving felt off, and the racing segnts were embarrassingly underdeveloped.
In fact, in the original Cyberpunk 2077, the NPC racers didn't actually race with the player in real ti—they were scripted to "teleport" ahead when out of view. A jarring, half-baked solution. Perhaps CD Projekt Red simply didn't know how to build a racing system.
But Gastar? With over a decade of Need for Speed developnt under its belt, failing at this would be unacceptable.
"President, if we make every building and room accessible, the resource consumption will be massive. Is this really necessary? I doubt players will enter every single room. Isn't this against your usual developnt philosophy of focusing resources where they matter most?" asked one developer in the third developnt division, during a discussion with Takayuki about the city's construction.
Night City would be divided into seven major districts, plus surrounding wastelands, making the total map size sowhere between 50 and 60 square kiloters.
In most gas, the majority of buildings are just facades, but Takayuki insisted every building in Cyberpunk 2077 should be fully explorable—an enormous challenge for the team.
The sheer size of the map ant the ga would easily exceed 100GB, and possibly 200GB.
It would be the largest ga map any of the teams had ever built.
But... was bigger really better?
Takayuki had always advocated resource prioritization—investing only where it really mattered.
This demand seed to contradict his usual philosophy, and the devs couldn't help but question it.
"It's because this ti, we're not just building a 'ga city.' I want Night City to feel like a fully believable real-world city. In fact, in so areas, the detail needs to be excessive—even overwhelming."
"President, this is going to push our optimization team to the limit. The scope is beyond anything we've handled."
"The Unreal Engine team will work closely with you. Optimization won't be a problem."
"Then... if you want full building access, is there sothing special planned for them?"
"Of course. Realism doesn't just co from a detailed map—it also needs content. That content will co from the Fourth Developnt Division. They're researching an extensive set of side quests."
"That sounds... daunting. President, how many side quests are you aiming for?"
"These quests don't need to be 100% discoverable. What matters is that players feel the city is alive and real. That probably ans over a thousand quests—dynamic, varied, and woven into the environnt. But that's their job. Your job is to make the world feel complete. Oh—what about the flying vehicle systems?"
"Halfway done. We're testing them now—it shouldn't be long."
"Good. As soon as it's ready, hand it over to the Fourth Division. They'll integrate it into the side quest system."
"Understood."
Takayuki stared at the screen, watching the gradually forming skyline of Night City—and couldn't help but feel srized.
If the originalCyberpunk 2077 had featured sothing like this... it truly could've gone down as one of the greatest gas in history.
Unfortunately, it was sunk by compromises—financial, technical, and political.
But not this ti. Not in this world.
Here, that kind of failure would never be allowed to happen.
Everything would be built to perfection—then revealed to the world.
He would show everyone what a true top-tier open-world ga was supposed to be.
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