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Chapter 150 - Chapter : 149 : The Man Who knows

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I must say that, after all, it is the three majors, and the public relations ability is still intact. Gemtechs, who reacted immediately, began to respond. Rumors and third-party soft articles stabilized the situation in less than a day, even generating hype for the upcoming "Legend of Shadow." If anyone feels aggrieved, it should be Gavin of "Shadow Legend."

The official "Shadow Legend" has indeed returned. With Gemtechs' PR efforts, whether it is Moondustries' "Fantasy Dream," Essence's "King's Sword," or the suddenly emerging source of all troubles, "The Elder Scrolls: Skyrim," its hot searches are now overshadowed by "Shadow Legend."

However, the crux of the matter is that "Shadow Legend" has received mixed reviews from players. Through Gemtech's PR strategy, it appears that the so-called conspiracy theory bundles "Shadow Legend" with "The Elder Scrolls: Skyrim" for promotional purposes, since the latter is also a game they wish to release.

As far as Gemtechs is concerned, as long as "Shadow Legend" sells well, how the game is publicized or evaluated is not their primary concern. Only Gavin, who is observing players' comments online, finds himself in tears.

"How can 'Shadow Legend' be ranked ahead of 'The Elder Scrolls: Skyrim'? What does that even mean?"

"No way, can this game even be compared to 'The Elder Scrolls: Skyrim'?"

"Looking at the promotional video, the visuals may be comparable to 'The Elder Scrolls: Skyrim,' but the storyline is lacking. Is the shadow assassin part of a mysterious killer organization? That's just too clichéd."

"Oh, you're promoting this game by riding the coattails of 'The Elder Scrolls: Skyrim,' but you have your Gemtechs!"

"Gavin is the main developer? Who is he? What younger brother can have more clout than President John?"

Although he has produced several A-level games at Gemtech, Gavin has been an associate producer. For those in the industry, while he may not be a top-tier game producer, he is an experienced developer.

However, for most players, when compared to John, who has thrived under Armani's star-led branding strategy, Gavin's profile seems more akin to that of a younger brother. Although some gamers have recognized his contributions, he remains largely overlooked.

Reading the online comments, Gavin felt for the first time how being aggrieved truly feels. "This is the first game I've produced, and I want it to shine. But what can I do? You haven't even played the game, yet you've already dismissed it?"

Who else is riding on the fame? It's me; I was here first! I was involved in project establishment, publicity, and building my reputation in the game industry! Why is this happening? Gavin felt unjustly wronged as he skimmed through the comments left by players online.

What he desires is not just a successful game sale; he wants recognition and success. Now he is uncertain how the game will be received, yet his name has already been tarnished.

[ ===== ]

At PixelPioneers Games, John was unaware that there was an unfortunate person feeling wronged by him. He was discussing the transformation of the "Around The World" mobile game with Christy and Evelien. According to Armani, it needed careful planning to produce a sophisticated 2D game that would create a successful IP. After all, the market is vast.

"Mr. John, I have a proposal. I think we need a painter for the original artwork in the game, especially the female character designs," Christy said, raising her hand in the meeting room, unperturbed by Evelien's glare.

"Is Evelien unable to meet their requirements?" John inquired, curious about the situation.

While Evelien may not be as talented as industry elites, she possesses considerable skill. After all, John had previously included her in major projects like "Resident Evil," "Resident Evil Resistance," and even "The Elder Scrolls: Skyrim" during its final stages of development, assigning all art tasks to her.

"No, she's great, but I believe we might struggle to create original artwork that's genuinely appealing to players. We should consider inviting some professional artists to design the characters because those who understand what we need are the artists themselves!" Christy argued earnestly.

Upon hearing Christy's proposition, John nodded instinctively. It made sense! Those who best understand the requirements are the artists themselves.

In both "Resident Evil" and "Resident Evil Resistance," the captivating and seductive movements of the female characters were performed by professional actresses, further proving the success of this approach.

"Mr. John, I think we should have women lead the production of the female characters. After all, only women truly know what we women want," Evelien interjected, not backing down.

"Alright, alright, let me draft a formal project plan," John replied, waving his hand to moderate the discussion.

However, he already had the intention to maintain the original dress-up gameplay while remaking the plot and other game systems to align with the IP direction.

John then inquired about their understanding of the game. After the meeting, he went to the team working on "The Elder Scrolls: Skyrim." Apart from the development and testing of upcoming game parts, the entire team had begun to produce mod tools. This raised the question of how much authority the game should grant players.

In the development office, Koch sat down with John and Martel to discuss this issue.

"Mr. John, if you grant too many permissions, players are likely to exploit them in multiplayer mode," Koch cautioned.

Creating and using mods is considered an illegal act. The reality in this regard is much harsher than in the past. This strictness is partly why most FPS games survive. However, the use of certain mods exists in a gray area, as they typically only violate the game company's rules. But since cheating occurs, do these players worry about being banned? Not at all.

In "The Elder Scrolls: Skyrim," John added an online mode compared to the original version in his memory.

"You can only increase the protections in this regard, while also ensuring that multiplayer mode is completely separate from single-player mode. Just like in 'Resident Evil Resistance,' we need to construct a mirror-war situation similar to a virtual server," John explained cautiously, addressing Koch's inquiry.

As they discussed aspects of support, the topic naturally transitioned into a bragging discussion.

"Mr. John, how did you come up with the Dragon Language in the game? It feels so authentic, especially the three words in 'frodah' that represent power, balance, and promotion," Martel remarked with admiration.

Previously, he was eager to work for PixelPioneers Games, not just because it was a significant A-level project, but also to observe how John, a friend and competitor, would develop it. Yet, as he got involved, he couldn't help but be impressed. This man is a genius; it seems he has everything planned out for the entire game, making a multitude of great choices.

"This? I dreamed it," John responded with a smile.

Hearing this, Martel couldn't help but roll his eyes. "Why can't I dream?"

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