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The Finance Department opened a separate account, and an initial $500,000 was added. This is Luna's initial funds, which will be added according to the development progress of the game. John also wanted to see what kind of game she could develop.
In his own words, in addition to starting to recruit corresponding developers, the more important experience is still on the improvement of the Game Design Document (GDD) of The Elder Scrolls: Skyrim. It is not necessary to make a complete one, but at least a GDD that is roughly concise and can be understood by others.
John sent a message about the recruitment and then notified the personnel department. After that, he did not pay too much attention to this matter. Whether there will be no one to apply, John is not worried at all.
"Resident Evil" made PixelPioneers Studio formally establish itself, and "Resident Evil" stabilized the studio. If John said that the current PixelPioneers Studio is considered a second-tier game developer, then no one will refute it. Compared to John's low-key demeanor, the rest of the game developers are now being alarmed.
"This signboard condition, as well as contract workers, means that the next game in the PixelPioneers Studio is not small!"
"John is about to start making a large RPG game, it is said?"
Countless people in the game industry who are concerned about John's dynamics are all talking about it with bad intentions.
Because of the action of "Resident Evil: Resistance," many developers were pulled by players to compare their games with "Resident Evil: Resistance," developed by John and his PixelPioneers Studio.
Some developers who focus on single-player games are okay, but some developers involved in multiplayer mode, especially those with in-app purchases in their games, are annoyed. Some online games have been affected a lot, but they have no solution. Is there any way? To also launch similar activities?
Like PixelPioneers Studio, they should increase efforts to send players what they want. Isn't that the leader who wants to be taken seriously or the business operations department putting your head up for display?
Thinking about it, everyone finds that there is nothing they can do except pretend to die while waiting for the storm to pass.
[ ===== ]
In Mercury Studio, looking at the news, Martel couldn't help but show a smile and shake his head towards Malcolm: "PixelPioneers Studio can be said to be solid."
For a game company, there is no doubt how important a sustainable multiplayer online game is. In the beginning, Mercury Studio had one or two products that were sold but finally accepted Gemtech's investment.
What was it for? They want to be able to stabilize in the gaming circle. One or two excellent games do not mean anything; you might have been talked about by players last year, but then you could fall from grace a year later. Unless you can come up with a sustainable game or a series of IPs.
"However, they are hard to fight. It is estimated that there are two special project development teams taking turns to develop content for one version each week." Malcolm couldn't help but sigh.
"The problem is that every time there is a new game mode and content." Looking at the latest mode trailer of "Resident Evil: Resistance," Martel couldn't help but sigh.
The weekly content update is not terrible, but the thing is that there are new elements every time, and they are not simple items such as jewelry and gun skins.
In this kind of multiplayer game, apart from purely competitive games, if most games want to retain players, they can only rely on four points.
The first point is the cost of abandonment. Players spend money in the game. If you abandon the game, you need to consider the reluctance to do so.
The second point is the social element. In the game, you have your good friends, and these social relationships—will you cut off all this and leave the game?
The third point is the feelings of nostalgia, which usually happen in games that have been operating for a long time.
Finally, there's playability, and this is also the most difficult point to achieve. There is no doubt that "Resident Evil: Resistance" can make players feel curious every time, accomplish this. Coupled with the skins and decorative items in the game, players have entered the cost of abandonment.
Finally, this is a game that is easy to socialize with, because unlike ordinary FPS games, which require a lot of attention, players can chat while playing. So, as long as you don't fall into the category of being particularly shy and people not talking to you, you usually find that you have met a few people who can play with you, and you can add each other as friends. This has formed a social dynamic in the game.
As for the end, as long as the game can be operated, there is the IP blessing of "Resident Evil," plus the first game that created the zombie mode; is this a problem? Everyone who has examined "Resident Evil: Resistance" must admit that as long as it does not die on its own, it will continue.
"Oh, what do you think of the next game?" Malcolm asked Martel.
Hearing Malcolm's words, Martel shook his head gently: "I don't have any ideas for the time being. The previous development is not a failure, but it can't be said to be successful, and Gemtechs has also made a lot of moves recently."
"In terms of AAA games, I have a lot of deficiencies in controlling the rhythm of the game. I still need to digest it." Martel paused and then thought of something with a wry smile: "But I don't know how John from PixelPioneers Studio did this. It was also his first time developing a AAA-type game, but he was able to polish 'Resident Evil' so perfectly."
He admired him for this. Only leaders who have developed AAA-level games can understand that this is different from the small and medium games developed before. Not to mention the off-topic nature of innovation, even if it is quite satisfactory, it also requires a lot of skill. Because in all AAA games, the first thing to guarantee is commercial viability; this is an unquestionable thing.
If you want to ensure commercial viability, you need to understand what the player wants: the story should be moving or refreshing, or involve other captivating elements. This involves gameplay, plot, and even the visuals, including the control of small scene details, but John did a great job at this. This is something that Martel couldn't figure out.
If he knew Martel's thoughts, John would find it amusing. If you also have a Parallel Memory, there is a sample of the game that has been developed. By referencing it during the development process, you can avoid a lot of pitfalls.
When Martel sighed, the mobile phone on the next table suddenly rang. He picked it up and glanced at the screen, surprised to see who was calling.
"John? Why did he call me?" Martel answered the phone with uncertainty.