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Chapter 140 - Chapter : 139 : Overhaul of The Game

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For users who have topped up such a large amount in a short period, there will be dedicated customer service staff to make calls and record the information simultaneously. Compared to the dress-up games that John saw, Luna's development of this one has significant limitations. This is not like a game but rather a simple dress-up simulator.

The values in it utilize big data technology rather than purely numerical construction. The widespread practice in card games includes drawing cards, synthesizing, upgrading, clearing levels, and collecting. It's just that compared to ordinary card games, this concept has been transformed into clothing.

Regardless of whether it is a man or a woman, there will be comparisons, which is undoubtedly a part of the experience. The progress of clearing levels and collected items can serve as a basis for comparison.

If it is purely regarded as a game, it may lead to a situation where aesthetics are entirely disregarded, and clothing combinations depend solely on attribute stacking. This creates a peculiar mix; however, as long as the quality of the clothes is high enough, players can still achieve a good score.

In "Warm Around the World," the concept of numerical values is completely discarded. As long as players do not blindly match items, and utilize big data selection, there is no phenomenon of checkpoints. However, this also leads to a challenge: it becomes difficult to implement PVP settings in the game, making it hard for players to compete against one another.

If the game's numerical basis is not altered and PVP settings are forced into the game, it may lead to a situation where a player's rare items obtained from card draws outweigh the usual gear.

One might argue that the game is fair, but the gameplay experience resulting from this fairness is not as satisfying as expected. Paid users receive better-looking and more coveted clothes, but these do not score better than the ordinary clothes of other players. Can this truly satisfy the paying players?

If it were a purely competitive game, the outcomes, which may have already been established in another game, would not affect anything. But in this dress-up game, the situation is not ideal.

Additionally, there are some notable shortcomings in the game, particularly regarding the showcase feature. If there is no option for players to flaunt their cards in this style of game, relying solely on the game's inherent charm may prove insufficient for attracting players—unless there are IP linkages or extraordinary circumstances.

The lack of engaging gameplay is the primary shortcoming that John recognizes while observing this game. However, John does not want to transform the game into a paid model because that would eliminate its intrinsic appeal. How to introduce some playful elements without altering its essence is key.

[ ===== ]

As time goes by, the development of "The Elder Scrolls: Skyrim" is also accelerating. Compared to "Parallel Memory," John has made significant fixes in many areas.

For example, the most criticized aspects, such as the shock feedback and the physics engine system, now include the addition of various actions. In "Parallel Memory," when a player wanted to climb a mountain, they could only jump slightly.

In the new game, John has introduced a climbing system. As long as players have enough patience, they can even scale mountains up to the edge of the world, provided they possess the tenacity.

Additionally, John has incorporated some MOD functions from "Parallel Memory" to enhance the game's playability and enjoyment.

At the same time, John has also remade some of the game's shortcomings. For instance, the dragon roar 'Forced Will' learned in the Dragon DLC allows players to ride dragons, but it feels underwhelming. Therefore, John has reworked it so that players can fully embody the role of a dragon knight.

Another issue is that when players enter cities in the game, they encounter loading screens while inside houses. John wants to create a seamless world.

However, he has faced some difficulties in this regard.

"We have two options: one is to add a loading bar to manage the game's memory usage, and the other is to split the map, dividing the entire large map into several sections to cache memory. However, with the latter, players will have longer loading times every time they enter the game," Martel explained.

For RPG-type game development, Martel is quite experienced, and finding a solution to this issue is second nature for him.

"Let's implement the split map cache. Also, we need to build an open architecture in the game to facilitate player-created MODs," John suggested, looking at Martel.

"Of course, we've already prepared that," Martel replied, maintaining an indifferent expression.

An open-world map and game modding framework will obviously allow players to indulge their creativity and design various mods. Martel, already renowned in his field, is certainly not a novice. He had long suspected that John wanted to implement MOD gameplay into "The Elder Scrolls: Skyrim."

"The follow-up development will be handed over to you. I have other matters to attend to during this time," John said with a smile.

"Other matters?" Martel responded with surprise. Was there something more important than the development of "The Elder Scrolls: Skyrim"?

"A sequel to "Resident Evil?" Martel yawned uncontrollably as he asked, glancing at John.

"Resident Evil Resistance" is now on the right track, and the current PixelPioneers Games only manages the big IP of "Resident Evil."

"No, it's a mobile game," John replied with a smile.

'Mobile games!?' Martel momentarily froze, taking a few seconds to process. 'What did he just say? A mobile game? John has handed over "The Elder Scrolls: Skyrim's" development to focus on a mobile game? What is happening!?'

'The development cost of "The Elder Scrolls: Skyrim" is in the millions of dollars, while this dress-up mobile game is barely a fraction of that. Is he serious!? ' Martel was taken aback!

But just as quickly, he composed himself. 'Why the rush? Their studio is merely a contractor!'

As Martel processed this, John maintained a smile, choosing to say nothing. 'What's wrong with mobile games? And while it may seem like a simple dress-up mobile game now, the future is full of possibilities.'

More importantly, "The Elder Scrolls: Skyrim" has no major tasks left at the moment. The primary level design and game rhythm structure are essentially complete. The remaining tasks consist of mechanical development, creating a tested version of the DEMO, and addressing any defects. Martel is more than qualified to manage these responsibilities, prompting John to shift his focus to something new.

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