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Chapter 123 - Chapter : 122 : The Elder Scrolls: Skyrim

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In John's view, it is normal to let players make purchases in the game; after all, game companies need to make money. The key lies in the means used to encourage players to buy in the game. Increasing the difficulty makes it impossible for players to experience the game normally without spending money. By manipulating the player's emotions through internal game mechanics, the player loses their genuine enjoyment of the game. John feels this behavior is very shameless.

Compared to that method, he wants players to be willing to spend in the game voluntarily. For example, purchasing a certain accessory or character could be a way for players to show off in front of those who do not spend money. With these types of purchases, John feels indifferent because they do not affect the core attributes of the game itself. However, if a popular character possesses particularly powerful attributes, this perception changes.

Although this is a common practice in the gaming industry, with Parallel Memory and the Studio also following suit, he believes there is no need to take this deceptive approach. Relying on cosmetics, or skins, it is not impossible to generate revenue.

The PowerPoint presentation (PPT) on the switch computer is displayed on the large screen, and John controls the opening of the document prepared in advance.

"I don't need to elaborate on the sequel to Resident Evil. It continues the story with Leon as the main character, but in terms of gameplay, we need to emphasize the action elements. The introduction of the QTE (Quick Time Event) system is necessary to enhance the spectacle," John explained to everyone.

"Resident Evil" is a survival horror game—there is no doubt about it—but excessive horror can make players timid. The improved version of "Outlast" proves this, and the later iteration of "Resident Evil," improved by John, also supports this. Feedback from players reinforces this point.

According to the data provided by the platform, only 60% of players successfully cleared the game without using cheats or memory modification. What about the remaining 40%? Many players tend to shy away when faced with excessive fear.

John argues for reducing fear levels and instead focusing on action and shooting elements. This is the direction the series has taken in Parallel Memory. Although numerous players in Parallel Memory claim that "Resident Evil" gradually lost its original sense of horror, the excellent action and shooting elements have resulted in the highest-selling generation of the series.

Of course, acknowledging players' nostalgia for fear, game developers have once again returned to the original terrifying elements. The exceptional quality of the game, coupled with nods to past sentiments, will also bolster the sales of the next generation.

Action-biased elements versus pure horror—there is nothing inherently right or wrong in either approach. However, game developers must sometimes make difficult choices and adapt. A game, especially a franchise, may lead to conversations like this:

Developer: "Hey, this is the latest sequel; it's not the same as the previous one!"

Player: "What's different?"

Developer: "Here, here, and here!"

Player: "Oh, I hate this kind of change. It's completely lost the essence of the series. It might as well be the same as before..."

Developer: "The latest sequel is coming!"

Player: "Great! What changes did you make?"

Developer: "Uh, not much has changed."

Player: "Damn it! How dare you sell it with no changes?!"

"The detailed content will be explained thoroughly by the 'Resident Evil' project team, but the priority of this game is secondary. We have ample time to think about it," John said as he looked around the room and briefly introduced the project.

Upon hearing John's words, everyone in the meeting room could not help but show puzzled expressions. Is the sequel to "Resident Evil" truly a secondary priority?

If "Resident Evil" is as good as "Outlast," it might not matter. But the key point is that "Resident Evil" has been well-received and critically acclaimed. Previously, there was a boom in horror games and zombies during the biochemical frenzy, including the recently developed "Resident Evil Resistance." Although that gameplay mode was entirely innovative, it still followed a similar formula. After the popularity of "Resident Evil," global sales have now exceeded 6.5 million copies.

Such results place the franchise in the ranks of first-line IPs, such as UEGame, Gemtechs, or Moondustries. Is such a development really of secondary importance? Everyone felt a bit confused, but due to John's status, they remained silent, merely awaiting his explanation.

Sensing the doubts in everyone's minds, John smiled and clarified, "I understand what everyone is thinking: that I do not value the 'Resident Evil' series. On the contrary, it will remain one of the vital pillars of our studio. It won't just be 'Resident Evil 2'; there will also be 'Resident Evil 3' and 'Resident Evil 4'. However, after the recent development of 'Resident Evil,' players are growing weary of similar types of games. This series needs a pause."

"Moreover, we cannot focus solely on the 'Resident Evil' IP indefinitely; we need to develop new projects," John stated with a smile, his tone filled with ambition.

Listening to John, everyone in the room felt a surge of excitement. As industry professionals, they all harbored the ambition to create the most enjoyable game on the planet, no matter how unrealistic that might seem.

Facing Luna's question, John smiled, switching to another PowerPoint document: "This is an open-world RPG—a magical story."

As he spoke, the name of the document appeared on the big screen: The Elder Scrolls: Skyrim.

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