Tokyo Video Game Tycoon.
Page 782
"Of course not. It's actually very simple. You just need to set a circle in the program and then set a fixed time for the circle to slowly shrink. Players outside the circle won't be eliminated immediately, but will gradually lose health. That's all."
"Oh...that seems a bit simpler. I'll try it out."
The programmers seemed to realize that this was indeed much simpler than they had imagined; it was simply a matter of adding some mechanisms to the map.
Marcus occasionally observes the movements of the Bamboo Star.
He would go to the programming development area to guide the development of features and gameplay, and then he would go to the art team to guide the creation of artwork.
The program is designed to be as simple and efficient as possible, without any redundant content, and the art style is mainly cartoonish. This minimizes the workload while preventing the game from appearing too mediocre.
Marcus also found that the game development was going very smoothly.
Is the world's number one independent game developer really that talented?
He thought Mr. Nintendo was someone who preferred to work alone and was probably not very good at teamwork in game development.
Being favored by Lorenzo is like winning the lottery.
However, judging from the progress of his work over the past month, Lorenzo's vision is clearly quite advanced.
Mr. Nintendo's game development management skills and foresight are unparalleled.
Typically, the development of a game involves first initiating the project, and then spending several months determining the general direction and core gameplay content of the game.
This direction and gameplay will continue to change during the development process.
Because not all gameplay mechanics can be created immediately.
Some game developers propose gameplay ideas that are too outrageous, which can lead to a serious disconnect between the final product and the initial vision.
Infinite World was a game like this from the very beginning.
There is a significant gap between the publicity and the expectations.
If it weren't for the positive word-of-mouth that gradually turned around later, this game would probably have become one of countless bad games.
Of course, some games were indeed lucky enough to fall into the arms of Yuxing Electronic Entertainment and receive their support.
This was also a lucky turn of events.
Mr. Nintendo, on the other hand, developed games with very mature gameplay.
Sometimes, even when the gameplay ideas of the programmers are too complicated, Mr. Nintendo will take the initiative to suggest reducing the difficulty and implementing it with the simplest program while ensuring the gameplay.
Judging by this efficiency, it seems quite possible to develop this game within six months.
Actually, Fortnite isn't a particularly difficult game to develop.
One hundred people gather on a large map, and then a poison circle is added to it, along with settings for building and dismantling, and limiting the playtime to within thirty minutes.
The game is basically complete; all that's left is to add details.
Lorenzo immediately spent a whopping $20 million to buy the company a two-year license to use the full functionality of Unreal Engine, which greatly improved their development efficiency.
With the support of the Unreal Engine, the development speed of this game has skyrocketed.
In just two months, the basic framework and prototype of the game were completed, and it was ready to be played immediately.
At this point, Lorenzo reappeared and secured cloud server services from Morgan Group at a lower price, ensuring that players would not experience any network problems while playing in online mode.
Morgan Stanley started out with operating systems and the internet, and they claim to be number one in network services, with few companies daring to challenge their position.
Then, by the third month of development, Fortnite was basically completed, which was exceptionally efficient.
And this only required a little over a hundred people.
"Very good, everyone has worked hard. The game you made is excellent. If nothing unexpected happens, the game will undergo its first round of online testing in a week, followed by its official release. If all goes well, perhaps we can witness a miracle in two months."
Three months, and almost no overtime, and they managed to complete a game of decent quality. The more than one hundred people involved felt a little dazed.
They also noticed that this battle royale game was indeed too simple.
There are only a few ways to play, and because of the cartoon style, there's no need to pursue realistic graphics, and the performance requirements for computers and game consoles are reduced to rock bottom.
It's capable of running games smoothly on laptops from seven or eight years ago.
Marcus himself found it unbelievable that the game... was finished just like that?
Chapter 1194 is all just foreshadowing.
What kind of promotional method is most suitable for this type of game?
Zhu Youxing had already made plans from the very beginning.
The initial advertising campaigns, which involved significant investment, were actually a smokescreen to lure in the acquisition of Mikeford.
Its strategic role outweighs its propaganda role.
The real promotional period begins after the game is released.
A month before the game was completed, almost every streamer who broadcast video games on Facebook received an advertising offer.
The invitation required him to stream Fortnite continuously for a week.
Regardless of the influence of the streamer, everyone can receive this advertising invitation, although the price will vary for each streamer.
Zhu Youxing has a very vivid memory of how at least half of the popularity of PUBG in his previous life was due to online live streaming.
Since it's already a ready-made success guide, why would there be any reason not to use it?
In fact, it's not just those game streamers.
The anchors in the lifestyle, entertainment, and even music and dance sections all received similar advertising invitations.
The full impact of live streaming has not yet been realized.
Zhu Youxing had previously tried using streamers to promote some of his games.
However, many people later mistakenly believed that the influence of Youxing Electronic Entertainment itself was amazing, and the influence of the streamers' live broadcasts was secondary.
It's a good opportunity to save money on advertising while these streamers are still unaware of their own value.
Dorothy, a relatively unknown streamer from the music and dance section, finished her day's live streaming tasks, feeling exhausted.
She was a low-level streamer, very inconspicuous.
In today's diverse society, her figure and appearance are not particularly outstanding or dazzling, especially in the music and dance live streaming area where there are many beautiful women, Dorothy is almost invisible.
Fortunately, she still has at least a few dozen loyal viewers whose support allows Dorothy to barely keep up with her livestreaming work.
She didn't really know what she was capable of doing anymore.
Live streaming is probably the only thing she, a socially awkward person, dares to do.
Because of her social anxiety, she deliberately covers her face even when she's doing music and dance live streams, making it even harder for people to recognize her.
Exhausted, she didn't want to touch the computer again after finishing her work.
But at that moment, a pop-up notification appeared.
Those were business negotiation messages from Facebook's backend.
Thanks to the mature operation of the Facebook Live platform, the receiving and publishing of advertisements has also developed a very smooth operating model.
Even an unknown streamer has the opportunity to receive advertising promotion tasks.
Facebook calls it a strategy that benefits grassroots broadcasters and can greatly motivate them.
In fact, this approach has been very effective, and Facebook has discovered many outstanding broadcasters through this method.
It's profitable, and the streamers generate a lot of buzz. The live streaming platform maintains its leading position in the industry, and other sectors are not far behind, each achieving the top market position in their respective fields. Facebook has also become the second-largest company in the United States after Morgan Stanley.
Dorothy jumped out of bed the moment she saw the business negotiations in the background.
Advertising invitations mean money is coming in.
This is considered a perk outside of live streaming; she has been selected several times during her time in the live streaming industry, and each time she has received an extra income as a result.
So she didn't hesitate much when she saw the advertising offer.
"Nintendo has invited you to stream Fortnite. You will need to stream continuously for one month after the game's release, and the advertising fee for that month is $10,000."
Ten thousand dollars.
Dorothy's eyes lit up instantly.
Her monthly income from live streaming is usually around three thousand US dollars.
The highest record was earning five thousand dollars in a single month.
The advertising fee was $10,000, and with her monthly live-streaming income, earning $13,000 to $14,000 this month shouldn't be a problem.
She immediately accepted the invitation with a bright and sweet smile.
This amount of advertising expenditure is practically negligible for a company.
But for a low-level streamer like her, it was a godsend.
Around the same time, thousands of lower-tier streamers received similar invitations, and their tasks were all the same: to continuously play Fortnite for one month after the game's release.
This is not difficult at all. They have to do live streaming anyway, so the content of the live stream is not that important. They mainly earn the subsidies for low-level streamers issued by the Facebook platform, as well as a small amount of user tips.
These streamers all accepted the invitations without hesitation.
They were even eager to stream the game right now so they could get that $10,000 into their pockets as quickly as possible.
Unfortunately, the game won't be released for another month.
The more influential streamers also received advertising fees that satisfied them, and they were required to play Fortnite for a month as stipulated.
Even if you're sick of it, you have to keep playing and not stop.
If you stop, all advertising fees will be withheld.
Then, a month passed quickly, and on the surface, everything seemed calm and peaceful.
Surui Electronics reacted more strongly to this.
Because they were always keeping an eye on Nintendo's movements.
To their surprise, Fortnite, developed by Nintendo, was launched in just three months.
This is a game that was completed with just over a hundred people.
Can a game like this be considered a good game?
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