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Seeing John's smile, Martel couldn't help but feel a moment of silence for the player next to it.
Initially, he didn't think this, but after working with John for a while, he suddenly discovered that the man in front of him was a bit sadistic. He would lead players out of context and lie to them, claiming that the game was progressing quickly and that they were nearing the end. When a design bug is found, the average person's instinct is to fix it. But how can one dig a hole for players to jump into?
In front of Westwood Town, the player had just received a chicken mission. Entering such a large area like Westwood Town and walking down the road, players must subconsciously think this is their mission goal, but this distraction is a significant problem. Additionally, John specifically told him to control the number of gold coins in Helgen at the beginning of the plot. It's so deceptive.
Although the game has not yet developed, Martel has fully imagined how miserable it will be when players pass through Helgen Fortress in the future and arrive at Westwood Town according to the storyline.
Watching John send a private message and then letting the other party add this new task, Martel mourned for the future players in his mind.
"This game should be the same as 'Resident Evil Resistance'; are you planning to create a series?" Martel asked John.
With an expansive worldview and pits already dug, this game has all the features required for a series of games. For example, in "The Elder Scrolls: Skyrim," the timeline is the Fourth Era, with the protagonist being the last Dragonborn in the world, but a sequel can be set in the future. As long as "The Elder Scrolls: Skyrim" is successful, this could be easily achieved.
Hearing Martel's question, John couldn't help but smile. "Want to know? Then join us at PixelPioneers."
"Why? Do you want to buy our studio? Currently, you can't afford the price," Martel laughed upon hearing John's words.
"It's not about Mercury Studio; I just want to recruit you," John said, seeming to joke but with a serious undertone.
"After creating the studio for so many years, you want me to give up Mercury Studio to work for you?" Martel pouted.
Chuckling, John chose not to respond further. Although there was some joking involved, John had indeed considered it.
Martel, Malcolm, and some of the teams from Mercury Studio and Gemtechs had participated in areas that were relatively unfamiliar to PixelPioneers Games, bringing with them rich experience. Many of the problems encountered during the game's development had been solved more quickly with their assistance.
John holds these teams in high regard. In modern game development, beyond unique creative gameplay and storylines, the technological aspect is becoming increasingly significant. Many of the creative gameplay ideas presented by game designers often rely on technology to be realized.
For instance, if John wants to develop a game where NPCs need to behave realistically, they must sweat under the sun, take off their clothes to cool down, and wear additional clothes or carry umbrellas in rainy or cold weather. Achieving these effects requires outstanding AI logic programs.
However, most developers and teams struggle to arrange all these logical commands. Even if the game engine has these functions, it remains uncertain whether the user can master them. Currently, while there is no shortage of mainstream game development talent at PixelPioneers Games, there is a scarcity of leaders capable of guiding team projects.
Evelien and Koch, the first batch of employees who joined PixelPioneers Games, have been consciously trained by John. Some of the more capable individuals have become leaders of small teams, but they still fall short at a higher level.
In John's memory, he recalls countless classic games. He can easily create a simple GDD, but a project always requires someone to be accountable, and PixelPioneers currently lacks individuals with this ability.
If Martel were part of PixelPioneers, John could hand over the development of "Resident Evil 2" to him once the company's finances stabilize, instead of prioritizing the development of "The Elder Scrolls: Skyrim."
Regarding what Martel said, John remained calm. Mercury Studio was created by Martel; if, like PixelPioneers Games, the ownership of Mercury Studio had belonged to him, John wouldn't have spoken today. However, the key point is that Mercury Studio is not Martel's private property today.
With a smile on his face, John lowered his head and continued to develop the game.
[ ===== ]
End of April.
The development of "The Elder Scrolls: Skyrim" continues to proceed in an orderly manner. The design of the game's action art has nearly been completed, with the main task now waiting for Gemtechs to provide materials. The DEMO for the beta version of the game is almost finished, and the scene in Helgen has already been crafted into a demo.
In addition to the action elements and the physical effects of hit feedback, these have not yet been incorporated into the overall tone of the game design.
In the outside world, players eagerly await the launch of this game, discussing it in various online forums and gaming communities. It's fair to say that waiting for a game you wish to play can be excruciating.
Fortunately, "Resident Evil Resistance" still maintains a weekly update schedule and introduces various interesting modes. For instance, there are zombie and human tower defense modes, parkour modes, etc. Some of the more engaging modes are rotated weekly.
Of course, not every mode introduced by the updates resonates with players, so this rotation mechanism serves as a good way to appease those who might not prefer certain modes. If some players dislike a mode, they reduce its appearances and replace it with a mode more to players' liking.
Simultaneously, PixelPioneers Games is actively building its own large player database to analyze what kind of content and gameplay players enjoy. These insights are invaluable for game developers.
As players anticipate "The Elder Scrolls: Skyrim," content is being gradually released, akin to squeezing toothpaste. From John's earliest videos to the latest real scene designs and development insights, they prove to players that the team is serious and committed to development.
During this time, the industry has also paid considerable attention to PixelPioneers Games. After all, it's a large project costing millions and involves one of the three major publishers, Gemtechs. Some necessary attention is warranted.
Many notable games were released during this period. Moondustries and Essence announced a self-developed and agent game. While not a AAA title, it is a mid-level production, and the response has been mediocre. No AAA masterpieces are slated for release during this period.
Just as during summer or New Year celebrations, AAA games tend to be released on auspicious dates, with periods like summer and holidays being especially popular for publishers.
Just as all players eagerly await PixelPioneers Games to release "The Elder Scrolls: Skyrim," John and Luna's unexpected post caught everyone's attention...
'???, No, what are you doing!?' Players looked wide-eyed at the information announced on the account, their expressions filled with confusion.