Tokyo Video Game Tycoon

Chapter 694 Never Give up Easily (37)

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Never give up easily, and strive to pursue your own path to success. This is what Aiko has always believed in.

She was a top student in high school, and she was also the best in her grade in college.

Even if she didn't go into video games, she had successfully received invitations from at least two well-known companies in her first year. As long as she graduated, she could immediately go to those two companies for a job, and the salary was not bad.

But that was not what she liked. She liked adventure and success.

The success of her career had no meaning. She wanted to do something more groundbreaking.

Video games, a completely new industry.

This is a very young category among all the industries in human society.

Computer programming is much older than video games.

So Aiko identified this industry, and she hoped to develop all her strengths in this field.

The feedback now is that she should be successful to a certain extent.

But this is not enough.

She will not be satisfied with just this little success.

She wants to reach a higher peak.

Dead Cells is the game she is most confident in since she made it.

This has poured a lot of her efforts.

In the details that are not easy for ordinary people to notice, she didn't know how many brain cells she had wasted for this.

She constantly adjusted the action numerical details that Takeyusei told Aiko at least hundreds of times.

Every time she was not satisfied, she would try her best to make changes.

Moreover, she also followed Takeyusei's teachings to study the different attack actions of each weapon, striving to make the actions of each weapon look so smooth and impactful.

In this regard, Aiko really did her best.

Takeyusei has not played the final product of the game. If he tried it, he would definitely find that the actions of the characters and monsters in this Dead Cell are smoother than those of the original game characters and monsters.

It really takes more than a little effort to achieve this.

Aiko can be regarded as a template of a hard-working personality.

"Are we going to make the expansion pack now? We just took a short break."

Kazumi seemed a little reluctant. She still wanted to have a good rest.

Aiko continued to type code and modify the model without looking back, saying: "I remember you said you wanted to buy a car. Is the money you saved enough now?"

"Hmm..." Kazumi was asked and couldn't answer for a while.

Kazumi has always been thinking about buying a car.

Because she once watched a TV series with a female lead, and the strong woman in it drove a super beautiful car.

And that car is converted to more than 20 million yen.

This price is already considered a luxury car level. If Kazumi really wants to buy it, the current income from Farm Defense and the game developed by Yinjiang is not enough.

Aiko immediately said in a persuasive way: "If you create this game completely, I can guarantee you that you can definitely save enough money to buy that car. If not, I will help you for free."

Kazumi's eyes lit up immediately, and then she said: "This is what you said, so I will try a little harder!"

Kazumi was motivated in an instant.

For the car, she fought hard!

In fact, she still enjoyed designing the art of the game, just as she had finished all the work in advance.

When the game is really released in the future and meets expectations, she can get a car, which is a beautiful thought.

If it were an ordinary person, they would not dare to think about buying a car worth 20 million, but for Kazumi and the other three, it seems that it is no longer so far away.

As for Yinjiang, Aiko didn't say much. Although she didn't pursue success as much as Aiko, she didn't hate the success and excitement brought by hard work. Anyway, the three girls are of one mind. Since they want to do it, they naturally can't fall behind.

So, the three people who were originally planning to rest immediately picked up their respective tools again and started the next crazy busy work.

In fact, with the original basic framework of the game, the remaining development speed will be greatly improved.

Even if the expansion pack of the game itself may even exceed the original game, the cost and manpower paid will definitely be much simpler and easier than creating a new game at the beginning.

Of course, this is evaluated based on the scale of independent games.

If the industrial assembly line games in the future are gradually formed, the difficulty of creating any type of game will actually be greatly reduced.

Oh, what did Kazumi say just now?

After Aiko told Kazumi and Oto-chan what to do, she remembered that Kazumi seemed to want to say something to her.

Forget it, I'll ask her later.

Ever since she heard that the game's reviews were very bad, she started new development work and tried her best to succeed.

The three girls completely ignored the sales and dynamics of the game outside.

But in fact, it didn't take long for the reviews of Dead Cells to reverse rapidly.

At the beginning, most of the reviews of the game focused on the high progress of the game.

But as long as the players who play it carefully will slowly find that compared with the fun brought by the game, this difficulty is really nothing.

Many of these players have also played Titanfall

In Titanfall, Takeyusei deliberately doubled the difficulty of the last level.

The purpose is to test the current players' tolerance for high-difficulty games.

The result of the experiment is that players have gradually become able to accept high-difficulty games.

And Dead Cells is like another new test to test the tolerance of these players for such games.

The results are still very good.

After a week, the reviews of Dead Cells began to shift from mostly negative reviews to mixed reviews.

The sales volume also reached 200,000 in a week, which has far exceeded the initial expectations of Aiko and others.

As more and more reviews are received, the number of positive reviews will continue to rise, and everything seems to be moving in a good direction.

The trend of Dead Cells has naturally attracted the attention of some game companies.

Dead Cells sold more than 200,000 in a week in a short period of time. This should be based on fame, but it should also prove that this game is indeed fun enough.

So many companies immediately followed up and tried to learn what is worthy of praise in this game and see if they can learn a little bit of it.

Dead Cells originally did not have any official community. After all, independent game teams are relatively small in number, and it is even more impossible to spare people to manage any official community.

However, players began to spontaneously form forums related to Dead Cells, and then took the initiative to share various game strategies and equipment combinations in them. The spontaneous sharing of players has kept the popularity of this game going, and it seems unlikely to cool down in the short term.

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