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At the sa ti, the number of players who had purchased and played Assassin's Creed: Revelations was approaching one million.

Roughly half of them were returning players who had played previous Assassin's Creed titles.

These players didn't have particularly high expectations for the gaplay itself. What they were really here for was the continuation of the Assassin's Creed storyline.

And Revelations had been marketed by Gastar Electronic Entertainnt as the conclusion to the Ezio Trilogy.

The farewell story of a legendary assassin master.

Any fan of Ezio wouldn't pass up the chance to buy one more ga just to finish the story.

This is the power of a ga series.

Sotis, even if the ga isn't groundbreaking, players will continue to buy it out of habit.

The best example of this is probably the Pokémon series.

...

Even when the franchise lagged behind the tis and looked technically dated, as long as the core gaplay stayed intact and a few new Pokémon were added, players who had already developed that habit would willingly spend money to play.

Other similar examples include FIFA, Call of Duty, and so on.

Even when these gas are released on a yearly schedule, players still flock to buy them.

Those 500,000 returning players weren't expecting anything new in terms of gaplay.

And they were mostly right.

From a gaplay standpoint, the Assassin's Creed series had already reached its ceiling.

Eventually, it would probably evolve slowly into more of an RPG, subtly shifting genres to keep veteran players from dropping off while still appealing to new ones.

And once the "canned ga" formula had fully run its course, they'd release a nostalgic reboot claiming to return to the series' roots—thus regaining old fans' goodwill.

That's all part of the marketing and developnt cycle.

And players, though they won't admit it, usually fall right into the trap.

But just when these longti fans thought Revelations would be just another story-driven ga, they started to notice sothing strange.

Because every player's story experience was different.

On forums, a flood of discussion popped up.

"Hey, anyone know how to romance that rchant's daughter in Istanbul?"

"Huh? You can romance soone? Quick, where? Where?"

"On *** Street in *** District."

"No way! I went there and found nothing like that—just a few beggars fighting. After I beat them all up, they bowed to and joined the Brotherhood."

"What are you guys talking about? I ran into so corrupt guards in that area trying to arrest . I killed them all and now I'm wanted by the whole city—I had to flee into the countryside."

"???"

Soon, the discussion threads were filled with question marks.

Everyone was experiencing entirely different story content.

So players got good endings, so bad. All of them were unique.

And so players encountered absolutely nothing. They just followed the main storyline and only saw a few minor side stories, still thinking Revelations was a bit different from usual.

This was the result of varying hardware performance levels.

The more interesting the story content, the more advanced the player's hardware needed to be.

So far, only the main story walkthroughs were useful.

Players looking for side quest guides couldn't find anything solid to reference.

"This ga's different... Why does it feel like there are hundreds of stories in it?"

The main story guides were all completed within three or four days. But the side content varied wildly from player to player.

It felt downright spooky.

The main story still revolved around ancient civilizations and Desmond's modern-day secrets.

The ending even subtly teased a possible apocalypse, setting the stage for the next installnt.

The main story could be finished in 20–30 hours if played seriously. But the side content? It felt endless.

Of course, there was no real need to chase the side quests. They were procedurally generated and didn't offer achievents.

But once a player experienced a side quest, they just had to see what ca next—it was like an endless narrative rabbit hole.

It wasn't just confused players. Strears were equally baffled.

This was the weirdest—but also the most fun—ga they had ever played.

The ga constantly delivered great monts for content.

Like randomly stumbling upon a gang of criminals betraying each other.

As a strear, you could choose to ambush them and take everything, or help one party—who might later return in a future side quest to repay the favor.

For longti fans, this was a fresh new experience. For newcors, it was like discovering a whole new world.

The gaplay was fun, and the seemingly endless narrative possibilities made it even better.

"I think this Assassin's Creed is... different."

"Yeah, I noticed too. The world feels... more alive."

"Totally! I got that sa feeling. But also, whenever I run the ga, my console's fan goes nuts—I thought it was about to take off."

"But it's worth it. I'd give this ga five stars. You always feel like there's sothing new to do. And the best part? Almost none of the content repeats."

"Uh, not for . I just finished the main story and that was it. I didn't see any of those fun side quests you guys are talking about."

Online discussions about Assassin's Creed: Revelations started to heat up—and the people at Gastar Electronic Entertainnt were watching closely.

Revelations was their first test using a chaos-model AI to auto-generate side content.

The goal was to see how players responded to it.

And so far, the feedback was promising.

Most players found the experience far more enjoyable.

Even if the core gaplay hadn't changed much, it was undeniably more fun.

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