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Chapter 126 - Chapter : 125 : You Said...

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About the news that Game Star wants to interview himself, John has been notified. They have been interviewed more than once, and in fact, John has no interest in this kind of thing at all. But with Armani's suggestion that he needed to maintain the PixelPioneers Studio gaming brand, John was still going to do it.

As for what is the brand of PixelPioneers Studio, in simple terms, the sequel to "Resident Evil Resistance" has not proven itself, including the case that John's ambitious "The Elder Scrolls: Skyrim" has not yet shown results. So John, the star producer in the industry, is now the brand of PixelPioneers Studio. If it weren't for John's lack of popular works, there would be no awards other than the Golden Owl Game Awards. Armani even wants to make John into a world-class game producer through all aspects of hype.

There are still a few days before the interview. During this time, John is still very busy. The main purpose is to write a simple GDD for "The Elder Scrolls: Skyrim." The investment cost is as high as 50 Million Dollars, which can be said to be a mainstream 3A-level game investment.

No matter which aspect, John has to strive for excellence. At the same time, in terms of the game's plot and events, John can only control a rough idea and then let other people fill in the details. But how to choose the middle degree and the rhythm of the game is another problem that John needs to deal with.

Of course, compared to these, John is more distressed about some of the contents of The Elder Scrolls: Skyrim. The first thing that bears the brunt is the performance of the battle effect. This is a landmark RPG masterpiece, there is no doubt about this.

But his combat performance is too bad, and the more shallow one is the sense of shock that players think. To say something unpleasant, this great RPG is equivalent to slashing the air in the sense of a combat strike, and the attack has no sense of feedback. Whether it is hacking a dragon or hacking an ordinary Guardsman, you seem to feel that you are chopping on the air, not the feeling of cutting into the enemy. If it is a turn-based game, it does not affect the experience of the game itself, but for an RPG, this experience is very, very important.

Secondly, there is the guidance of the plot in the game. How to do the best in this regard, these are issues that need to be considered. It should be compared with the game of "The Witcher 3."

The story of "The Elder Scrolls: Skyrim" can be said to be a confluence of hundreds of events. Multiple main lines are connected, allowing players to play the dragon descent to the entire Skyrim Province and finally defeat the world devourer.

"The Witcher 3" is unified, and countless branch bloodlines have been derived along the way, and through these branch bloodlines, they can affect the outcome.

If you want to describe it, "The Elder Scrolls: Skyrim" is better than "The Witcher 3" in telling stories and plotting. "The Elder Scrolls: Skyrim" is more like an unfilled painting for players, allowing players to supplement this painting called Skyrim. "The Witcher 3" is a colorful image, that allows players to enjoy a feast.

But one thing is that they are common, and they are all open worlds in pursuit of their Essence, but they differ in their choice of freedom.

'Action' 'AI interaction'

John uses simple vocabulary to highlight some of the highlights in the game.

At the same time, John suddenly showed a smirk and put a word in the back with a little parenthesis.

[ ===== ]

When John designed the basic GDD of "The Elder Scrolls: Skyrim," Duncan, who was sent by the Gaming Stars, and his collage also came to the Studio.

According to the location and address provided by the other party, Duncan came to a building and took the elevator to the floor where PixelPioneers Studio belongs, and he could see a transparent glass entrance.

Like most game companies, PixelPioneers Studio's interior is very casual. There are various hand-made games and game posters everywhere. At the same time, he also saw two isometric decorative statues, Ada and Leon from Resident Evil.

They were received by a girl at the front desk. Evelien and Koch were developing the game, and Armani was on a business trip to discuss the project. In the reception room, John had already handled the work in advance and was waiting for them.

"Mr. John, hello." Entering the reception room, Duncan quickly greeted John.

"Hello." John smiled and nodded.

"Mr. John, although this is not the first time that our Gaming Stars has interviewed you, this is the first time I interviewed you. I should say that I am also a loyal player of 'Resident Evil Resistance.' I have accumulated hundreds of hours. I've also spent quite a bit of money!" With a smile on his face, Duncan pointed out that he was a "Resident Evil Resistance" player, trying to get closer.

"First of all, you can't refund your money." John made a joke.

After a brief talk about something, Duncan began an official interview.

"Mr. John, not long ago, 'Resident Evil Resistance' announced, which has successfully surpassed 'Sword and Magic.' How do you feel about it?" Duncan asked John the first question.

Listening to this question, John did not think too much: "This is normal. After all, 'Sword and Magic' is already an old game that has been online for two years. As for the problem of profitability, we have not done much about pay-to-win monetization."

How did you not do pay-to-win monetization? Duncan's eyes couldn't help but blink. He looked at the statue of Ada outside and then thought of the many skins he had drawn in the game.

"We don't do pay-to-win monetization. You see, other games in the same genre have launched monetized weapons, more powerful with increased magazines, but we are only selling appearances. Not to mention, PVP players fight even if it's PVE. In this mode, we have not launched any pay-to-win weapons. We just have plans to launch pass items and with this pass item, players only need to spend very little money to complete limited missions to unlock limited gun skins and decorative items." John explained.

John felt that he had to make it clear that there were monetization models, but he was different from other developers. He didn't cheat the player by changing the gameplay and the value of the game itself. He was so honest.

But listening to John's words, Duncan, with a recording pen in his hand, was shocked.

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