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Chapter 638 - A Series of Plans

Metal Gear's popularity in the gaming world goes without saying, and just the name Takayuki is enough to give everyone full trust in this game.

Every game he develops can be called a classic in its category.

Outside of the gaming world, many people are also very curious about the actor who played Snake. They wonder what kind of actor can portray Snake's cold demeanor so well.

And when they saw him in real life, they would immediately call him the real-life Snake.

Joe, who had been virtually unknown before, received unanimous praise from gamers in a very short period of time.

Some players even proposed on the Gamestar official website that they hoped Joe could attend some of the game's promotional events, promising to support him right away.

Among them, there were even female fans who expressed their admiration for Joe. Even though Joe's appearance had a very serious scar, people now regarded it as a symbol of coolness.

The scar on Snake's face is an important detail that adds to his charismatic image.

...

So, Snake became popular, and Joe became popular too.

Soon, Tukharev contacted Joe. Poor signal didn't mean they couldn't communicate at all; it was still easy to reach someone when needed.

Tukharev briefly congratulated Joe, mentioning that as long as Joe could continue to rely on Gamestar, his future would surely be bright.

First of all, if Metal Gear ever develops into a film or spin-offs, Joe would undoubtedly be the first choice for Snake, given that he was the face model for Snake, and his acting skills were also very good.

Joe, of course, couldn't hide his joy, but he remained professional.

When he learned that Gamestar wanted to invite him to attend some promotional events, he politely declined.

For at least a month, he wanted to stay in the current production team to finish his work and only then consider future matters.

Tukharev relayed Joe's response to Takayuki, who understood.

After all, the hype around Metal Gear wouldn't die down quickly. Gamestar's promotional strategies didn't rely solely on actors, and there were many other ways to maintain the game's momentum.

To start, Gamestar actively reached out to professional military enthusiast groups to endorse Metal Gear.

The game's tactical gameplay is very realistic, closely resembling some real-life military strategies.

As an entertainment product, achieving this level of accuracy was no small feat.

This success is thanks to Takayuki's insistence on thoroughly researching and designing the game's direction.

For example, when developing Monster Hunter, they consulted zoologists and even linguists to study animal movements in detail, eventually creating a unique language for the game.

For Street Fighter, all developers were sent to taekwondo and martial arts dojos for three to four months before inviting dojo masters as consultants to help with the game's development.

It's this meticulous development style that has allowed Takayuki to remain dominant in the industry.

By the third week, Metal Gear had already sold five million copies, recouping all of its development costs, with the remaining sales purely profit.

On the other hand, Suri Electronics, which had intended to compete with Metal Gear with their Gunfighter Heroes game, was far behind.

However, their strategy wasn't entirely flawed. Gamestar had taken the biggest slice of the pie, and they could still ride the coattails and profit from the ongoing trend.

But that was all. To surpass Takayuki, it would take more than just having a talented game designer.

Takayuki's influence was already powerful enough to overshadow any aspiring game creators.

Suri Electronics gave up trying to compete and instead turned to develop other new games.

Noticing that Gamestar was focusing on new console releases and neglecting the handheld market, they decided to shift their strategy and try to capture more of the handheld market.

Hayakawa Uemura quickly ordered a shift in focus. They would continue with their console game development, but wouldn't engage directly with Gamestar anymore.

After all, they had tried numerous times and failed every time to beat Gamestar.

Once the development of Metal Gear finished, Takayuki didn't rest; he immediately moved on to the next project.

Part of the development team would follow Takayuki's instructions to prepare for the new gaming console, consolidating the console's position in the market over the next two years, requiring the team to stay ready.

The first development team, who were now free, was assigned a new task. They would develop a new game type.

A top-tier strategy game to kill time: the Civilization series.

Though not a massive blockbuster, each installment of the Civilization series had a stable fan base. As long as they could conquer these players, the following sequels would gain even more support.

Takayuki also didn't overlook the motion-based games, as they were a form of entertainment suitable for all ages, aligning perfectly with the societal values of fitness and well-being, encouraging everyone to get moving.

Almost no one would reject the idea of improving their fitness through gaming, even if they were just a bit lazy. Motion-sensing fitness games naturally became popular.

And Takayuki had already thought of a very hot-topic motion game: the fitness ring game, which he had played extensively in his previous life.

It was a simple ring that could help you exercise every part of your body, and the game was truly unique.

Not only that, but Takayuki also had many other next-gen games planned for this console.

This was the golden age of gaming, with numerous hits being released every year. If they didn't share these with the world, it would have been a missed opportunity.

...

"Alright, everyone, I know you're excited."

In the new game development team meeting, Takayuki personally arrived at the U.S. office with his new game development plan.

The employees at the newly arrived company were all lively, chatting and laughing, the atmosphere was very cheerful.

Metal Gear had achieved massive success, both commercially and artistically, and was the talk of the town.

Naturally, those involved in the production also gained a lot from the success.

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