Chapter 529 Professional Poaching

This response to "Schrödinger's Cat Cart" was like an ice cube thrown into boiling oil, instantly causing a stir in the heated public discourse.

Starry Sky's supporters quickly flooded the comments section, relentlessly attacking the original poster.

"Here we go again, you 'rationalist,' thinking you're the only one sober while everyone else is drunk?"

"When has Xingchen ever disappointed its players? When has President Chu ever disappointed its players? Do you think you can teach them how to do things here?"

"What's wrong with spin-off games? Even if it's a mobile game, I believe StarCraft can create something amazing! It's still better than Ubisoft's own Assassin's Creed Rebellion, right?"

"Exactly! You've been clamoring for Chinese assassins all the time, but now that the opportunity has come, you're pouring cold water on it. I think you're just a fake fan!"

However, the voices of opposition are equally sharp.

"What the original poster said is correct. 3A development is an industry, not a dinner party. In terms of technical accumulation and project management experience, Xingchen currently has zero."

"Calm down, everyone. Don't forget the lesson from 'Blood Lion' back then. The higher you're praised, the harder you'll fall."

In an instant, the entire domestic gaming industry, from core forums to social media, split into two distinct factions.

One type is the PTSD-like caution formed after witnessing too many "domestic pride" projects turn into "domestic tragedy" projects. They repeatedly emphasize the difficulty of 3A development.

Another type is the almost blind trust built up by the miracles created time and time again by Starry Night Games.

They firmly believed that Xingchen and Chuchen could create another miracle, and the intense clash between these two mindsets, coupled with the influence of the Assassin's Creed IP, objectively led to a certain result.

That is, more people now know that StarCraft is making AAA games.

Even casual gamers who never play games have learned about this name, the "Leap of Faith," and the dream of an assassin that has been pursued for over a decade, which may now be coming to fruition in China, through this nationwide discussion.

However, these are the public opinions that will arise in the future.

For Chu Chen, who was still at the press conference, it was nothing.

At the press conference, the sea of ​​flashes from the cameras made his eyes sting.

The air was filled with the continuous clicking of camera shutters and the excited, slightly distorted questions from reporters, a mix of French, English, and the occasional Chinese.

Beside him, Yves Guillermot was answering questions with great enthusiasm, basking in the long-lost glory of being the savior of the industry rather than the acquired one.

Chu Chen didn't speak, but simply stood quietly to the side with a smile, like a perfect supporting character.

However, his thoughts had already soared beyond this noisy ocean.

The jubilation and debate from the outside world, whether it was his ten-year dream of creating a "Chinese Assassin's Creed" or a rational analysis of the "derivative game" trap, were all within his expectations.

It could even be said that this media storm itself was part of his plan.

A big enough gimmick is needed to capture the attention of players worldwide. Many people say that Starcraft really likes hype and marketing, unlike a typical game company.

But for a newcomer.

If you don't know how to market, you may never have the chance to rise to the top in your entire life.

Moreover, Chu Chen's trip to France wasn't solely about Ubisoft; IP licensing was merely the first step in his plan. Compared to an existing IP, Chu Chen was more interested in another asset of Ubisoft...
People, or rather, talented people.

Perhaps only Chu Chen knows that Ubisoft, currently enjoying its immense success, will enter a period of extreme chaos and loss of control in the next few years. Masks, coupled with the LGBT issue, will allow a large number of people who are all talk and no action, adept at office politics but completely ignorant of game development, to occupy high positions within the company.

Countless core members who have worked at Ubisoft for ten or even twenty years, the very foundation upon which classic IPs such as Assassin's Creed, Far Cry, and Splinter Cell were built, have chosen to leave because they could not tolerate the unhealthy company environment.

In their previous lives, some of these people established their own studios, while others joined large companies.

For example, they created the Sandfall interactive game "Light and Shadow: Expedition 33".

BlueTwelve, the studio behind Lost.

The departure of key personnel, including the creative director of Far Cry 3: Blood Dragon and the designer of the Far Cry series, who founded Beans Studios, is actually the real reason why Ubisoft entered a period of decline.

Knowing that this corner of the wall would eventually loosen, Chu Chen naturally didn't mind wielding his little hoe in advance.

While they couldn't dig up the entire wall, they could pry off a few of the most valuable bricks, which would be more than enough to build Starry Future's European studio.

His gaze swept subtly over the core producers of the Ubisoft contingent below the stage. In the past few days, Chu Chen hadn't really paid much attention to the negotiations; he'd been too busy getting to know the people.

The man in the audience is Julian Ribeau, one of the chief architects of the AnvilNext engine.

For Ubisoft, a tech fanatic is a walking instruction manual; for Chu Chen, poaching him would be a huge boost to the Star Engine.

Next to Julian, the middle-aged man with black-rimmed glasses who looked somewhat unkempt was Alain Martel.

Lead level designer for Splinter Cell: Blacklist.

This master is best at creating breathtaking stealth experiences within a limited space through lighting, routes, and AI patrol logic.

He was also the level designer for Light and Shadow: Expedition 33.

Further to the side, you'll find the narrative director for Far Cry 3 and Far Cry 4, as well as the art director for Assassin's Creed Origins.

Especially the art director of Assassin's Creed Origins, let's not even talk about how the gameplay is.

The fact that a single player gave the game the nickname "Egypt Travel Simulator" tells you just how amazing the graphics are.

To others, they are the backbone of Ubisoft; to Chu Chen, they are the founding employees of his future European branch, "Starry Montreal" or "Starry Paris".

The press conference quickly came to a close, and Yves warmly invited Chu Chen to dinner to celebrate the successful collaboration.

“Chu, I must say it again, thank you so much.” In the corridor leading to the restaurant, Yves’s tone was sincere. “You are not only an investor in Ubisoft, but also our friend.”

“It’s a win-win situation for us, Yves.” Chu Chen smiled. “I believe the players are eager to see the results of our collaboration.”

“Yes, I can already imagine that day.” Yves waved his hand triumphantly. “With StarCraft’s creativity and Ubisoft’s technology, we will create a miracle.”

Chu Chen nodded in agreement, but silently added to his own thoughts.

Yes, and we'll also be adding talent from Ubisoft.

The dinner was a great success, with everyone enjoying themselves. Chu Chen, completely lacking the airs of a founder of a large company, raised his glass everywhere, seeking personal contact information.

These things, apart from seeming a bit enthusiastic, don't seem out of place at all in the present day.

(End of this chapter)

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