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Video Game Tycoon in Tokyo-Chapter 736: Is This the Industrialization of Gaming?
Chapter 736 - Is This the Industrialization of Gaming?
In Takayuki's mind, there was one game that best represented the ideal model for industrialized game development—and that was the Assassin's Creed series.
Other series like Call of Duty, FIFA, and NBA 2K also qualified as textbook examples of industrialized games, but Assassin's Creed stood out above the rest.
Because among all these industrial franchises, Assassin's Creed had always dared to innovate.
Sure, the decline of the stealth genre in recent years had led to a few missteps in the series, but Takayuki still respected what Assassin's Creed stood for deep down.
This time, he intended to use it as a template—to help everyone present understand the value and potential of industrialized game development.
There was also a deeper purpose behind this.
The gaming industry was facing more and more challenges—from both traditional forms of entertainment and emerging technologies like smartphones, all of which had dealt heavy blows to the world of video games.
...
...
At first, Takayuki had considered laying low—waiting for the natural cycle to bring games back into the spotlight. After all, in his original world, video games were like sparks of fire: once ignited, they never truly went out.
New industries might disrupt the market temporarily, but gaming always bounced back.
But now, Takayuki had changed his mind.
In this world, facing the same threats again, he wouldn't just sit back and let the industry take a hit. This time, he would fight back—fiercely. He refused to accept defeat.
But wanting to win and actually winning were two different things.
He knew that even with the power of his own company, it wouldn't be enough. What he really needed were allies—people who could rally behind a shared vision. His real hope was to unite the entire gaming industry to stand against outside threats.
And that was the core goal of today's lecture.
"Everyone, I'll walk you through the general structure of this game. It will share some similarities with Metal Gear Solid—yes, it will be a stealth game. But instead of a modern setting, this one takes place in the ancient world. We're going to fully embrace the historical setting."
Takayuki opened the "Assassin's Creed" folder he had displayed earlier, revealing some rough outlines and core descriptions.
Historical Setting: The Third Crusade.
Character Background: A legendary clash between an ancient order of assassins and the Knights Templar.
Gameplay Focus: Stealth and assassination mechanics.
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Unique Feature: Giving players a completely new perspective to witness key events in history, immersing them not just in gameplay but in an understanding of the past.
Scratch scratch scratch...
Pens flew across notebooks throughout the lecture hall. Developers were scribbling like mad, as if their lives depended on it. This was a once-in-a-lifetime moment—no one wanted to live with the regret of missing a single detail.
Every word from Takayuki was pure gold.
"A stealth game set in ancient times? That's a pretty fresh angle," someone murmured, already mulling over the unique gameplay possibilities.
Thanks to the popularity of Metal Gear Solid, stealth games had become increasingly popular in recent years.
Players loved the thrill of sneaking around and eliminating enemies one by one. That satisfaction of silent victory was the core hook of the genre—story was secondary.
But most stealth games so far were modern or even futuristic. Ancient times? No one had seriously tried that—or even imagined how stealth mechanics might work in such a setting.
Now that Takayuki was laying it out, this was clearly going to be a masterclass.
Still, not everyone was immediately convinced.
"Ancient stealth? What could that even look like? Just stabbing people with daggers over and over? That sounds boring. At least in modern stealth games you have tools and gadgets. What would ancient assassins use?"
"Shut up. Are you the God of Games? No? Then stop interrupting and take notes while you still can."
The loud interruption had clearly annoyed a few people who were deep in thought. But Takayuki heard the question and smiled.
"It's a good question," he said. "So let me turn that around—can anyone here think of unique stealth methods that might exist in ancient times? I won't be answering everything directly today. Instead, I want you all to wrestle with these questions yourselves first. Then come to me with what you've discovered."
"Wait, this is a test?" someone muttered, surprised.
But they quickly started thinking hard. If the Game God asked a question, it was worth answering.
Before long, someone raised their hand and said, "There's no way ancient assassins only used daggers. Poisoning was common. Or disguising themselves to get close to the target. Honestly, I think ancient methods might be even more creative than modern ones."
"Yeah! I've got a few ideas already. Faking a suicide to kill someone, or using a staged hanging..."
...
The discussion heated up rapidly. Within just a few minutes, developers were sharing dozens of ideas with each other. That was exactly what Takayuki had hoped to see.
"Hold up, hold up!" someone else interrupted. "You're all coming up with crazy assassination ideas, but how many of those can actually be implemented in-game? They sound cool, but do you know how complicated that would be to code?"
He was a programmer—and clearly understood how complicated it could get. The more detailed the mechanic, the higher the technical demand.
Meanwhile, Oda Atsushi had joined the discussion too, but he kept glancing back up at Takayuki at the front of the room.
Is this what the Game God wants? To get more people talking? Is this what industrialization really means?