Tokyo Video Game Tycoon: Chapter 687 Believe in your work

 Chapter 687 Believe in your works

  686

Kazumi said: "Anyway, I wouldn't consider playing this kind of game. Of course, it would be a different story if this game includes farming."

Oton-chan and Aiko were speechless at the same time. Kazumi really wanted to add farming elements to the game.

“Don’t even think about farming. Teacher Zhuyou also said that this game is not suitable for adding such elements. Growth and death are the core of this game. Adding too much additional content will make the game itself lengthy.”

These are Zhu Youxing’s original words, and Aiko actually agrees with them.

If she were given the choice, she would definitely not consider adding some additional features to the game beyond the current gameplay.

  But I have to say that the difficulty is still a bit high.

 Is it really as unpopular as Monster Hunter?

Yinjiang said: "Don't worry about that. We have at least completed all the tasks assigned by Teacher Zhuyu, and we have successfully fulfilled all his requirements."

“Well, let’s upload this game to Mr. Zhuyou and see his evaluation.”

 After saying that, Aiko clicked on his email page and uploaded the finished product of Dead Cells to Zhuyouxing.

It was just past eight o'clock in the morning, and Zhu Youxing himself had just woken up.

However, after hearing the computer prompt message, he still got up from the bed and checked it out.

“Huh? Is the game finished? It’s really faster than expected.”

 Zhu Yuxing was a little surprised. Aiko and the other three girls were really efficient.

 The development of Dead Cells itself is also relatively difficult, especially for a small team.

 A development team of several hundred people can compress the time spent on programming and other game production to the greatest extent.

 But with a team of only three people, even if the gameplay itself is very simple, it is not that easy to make.

  And this is not to mention that the development difficulty of Dead Cells itself is relatively high among independent games.

 Art design, game action design, gameplay and level design, etc., these are all headaches enough.

 But the three girls still completed the production quickly.

“Teacher Zhuyou, this is our completed work, I hope you can take a look at it.”

 In the message attached to the email, Aiko also wrote a paragraph seriously, which seemed quite cautious.

Zhu Youxing immediately replied: “Have you ever tried playing it yourself?”

Aiko: "Yes, Oto-chan and I have tried it, and I have tried to clear it a few times. The game as a whole should be very complete and meet all the requirements of Takeyu-sensei."

Zhu Youxing: "Okay, let's upload it directly. How much are you going to price?"

"ah?"

 Aiko, Oto-chan and Kazumi were stunned at the same time when they saw the news about Takeyusei.

 Zhu Youxing, didn’t you take a look at it?

“Teacher Zhuyou, don’t you take a look at the completion status of our game?”

Zhu Youxing quickly replied: "Most of this game is made by you. I just give some directions. I think when you think this game is qualified, then this game is qualified. You don't need anyone." Give a clear reply, because when you make games in the future, you can’t expect me to help you check the specific effects every time. What really allows you to determine whether the game is good or not depends on the players, not me.”

“But, we thought you could help us find some more problems…”

Zhu Youxing: "Problems are always inevitable in game development. You don't need to pursue perfection, just do your best. In short, I choose to believe in your judgment. Don't you believe in yourselves?"

Aiko was silent for a long time while looking at the reply message from Takeyusei. Otojiang looked at Aiko and said, "Aiko, what are you thinking about?"

Aiko gritted her teeth, then typed on the keyboard and replied: "I understand Mr. Zhuyou, we really should believe in ourselves, so please upload the game."

Zhu Youxing smiled. The growth rate of these three girls was pretty good. Now he should be considered a relatively qualified teacher: "OK, how much are you going to price this game?"

 “Hmm… ten dollars?”

Aiko tentatively replied.

“It’s too little, so don’t underestimate your game. Ten dollars doesn’t match the value of the game itself. The game can be sold at a discount in the future, but I think this game should be worth a higher price now.”

Aiko: "But...but Mr. Zhuyou, this game is already difficult. If the price is higher, will there be fewer people willing to buy it?"

Zhu Youxing smiled and typed in reply: "You are worried about this matter, which is normal. You have seen before that Monster Hunter's sales are not good because it is too difficult, so are you worried about this matter?"

 Aiko: “Yeah.”

  Zhu Yuxing: "Don't worry, there are many more gamers who do M-movies now than you think. This is not the case when Monster Hunter was first released."

 Over the years, players’ acceptance of highly difficult games has slowly increased.

 People do like to keep games simple and play them for fun.

 But games sometimes have a certain degree of difficulty, which makes it easier to release emotions and make people more attractive.

 Otherwise, soul-based games would not have been so popular in the era of Zhuyouxing.

This is certainly due to the strong strength of Souls' top producer Hidetaka Miyazaki in game production, but it is also due to his continuous cultivation of players' threshold for difficult games during the game development process.

Perhaps, you can also start thinking about developing a soul-based game?



 Later, Zhu Yuxing also conducted a test. He deliberately increased the difficulty of the last BOSS level in Titanfall by more than twice. The enemy's combat skills and destructive power were much stronger than those in the original game.

 This is Zhuyouxing’s plan to test players’ acceptance of difficult games.

 The current feedback is that players accept it very highly.

At that time, players were already full of anger because they saw the popular character BT in Titanfall die at the hands of the enemy once, which also made the players angry and wanted revenge.

With this feeling of revenge, even if the difficulty of the game was greatly increased, they actually accepted it completely.

 The moment they finally defeated the final BOSS after countless efforts, dopamine began to secrete crazily in the brains of every player who had played, and the pleasure was simply unparalleled.

 According to the survey of Youxing Electronic Entertainment online data and related videos and live broadcast content, the retention rate of the final BOSS level is the highest.

 So, high-difficulty games already have a certain foundation in this world, and it’s time for them to blossom and bear fruit.

 (End of this chapter)