After the news of Thunderbolt Entertainment's new headquarters was confirmed, the players gave it some thought and felt that it was indeed time to move.
Emperor Dynasty Entertainment and Zen Entertainment's buildings in China had been renovated beautifully. Whether it was revenue, influence, or popularity, Thunderbolt Entertainment had already surpassed these two, so it wouldn't be appropriate to continue using this small experience store.
Although many players nearby didn't want to leave, if they were to move … it wouldn't be that far away. The new experience store also had direct access to the subway, and the facilities in the experience store were all updated. There probably wouldn't be any queues like before, and with the anticipated themed area, it was quite exciting to think about.
Moreover, the new headquarters wasn't just an office and experience area. Like many of the world's top 500 companies, there were all sorts of services and facilities.
For example, in the staff area, apart from offices and meeting rooms, there were also restaurants, fitness centers, living centers, parking lots, and even an indoor arena.
In the sightseeing area, there were also themed restaurants, viewing areas, larger holographic projection viewing areas, original art exhibitions, character archives, and other interesting things to see. Even a normal hallway could be filled with the developers' pranks and easter eggs.
Chen Mo even reserved a portion of the area for future eSports arenas. Perhaps in the near future, competitive games like League of Legends and PlayerUnknown's Battlegrounds would have new arenas in Thunderbolt Entertainment's headquarters, allowing players to watch their matches there.
This new content wasn't available in the previous experience store. As a result, the Imperial Capital players went from being confused to excited and expectant.
They couldn't wait to see the new experience store's completion next year!
…
While the Imperial Capital players were filled with anticipation, the players in other cities also received a piece of news that made them jump for joy.
Thunderbolt Entertainment would be building experience stores in twenty first-tier cities in China. Players from places like Magic City, Sichuan, and Suzhou would be able to experience Thunderbolt Entertainment's new games in the experience stores.
Of course, they wouldn't be able to do it in any more cities. After all, the experience stores were only there to advertise, and the profit was negligible. It was also impossible to cover every town and county in China.
However, the players were quite excited about Thunderbolt Entertainment opening experience stores in first-tier cities. They wouldn't have to take the train all the way to the Imperial Capital to experience the game.
The experience stores in each city had Thunderbolt Entertainment employees in charge of providing the best experience for the players. These experience stores could be put into use by next year. By then, Thunderbolt Entertainment's influence would spread across the country.
…
Apart from the new headquarters, more experience stores, and the Game of the Year awards, Chen Mo was also thinking about other things.
Using Thunderbolt Entertainment's identity to organize a video game design competition.
In fact, there were many video game design competitions in China. For example, Chen Mo's first experience store was won through a video game design competition.
However, these game design competitions were not systematic. They varied in size and were distributed across the country. There was no unified selection system.
The reason was that there wasn't a strong game publisher to promote this matter.
Emperor Dynasty Entertainment was more concerned with their own profits. If they lacked talent, they could just poach from other video game companies, or hire independent video game designers with high salaries.
Zen Entertainment was doing a bit better, but not by much. Although they would organize a few video game design competitions, they were mainly focused on creating hype and increasing the company's popularity, and didn't have a lasting impact.
Many of the more reliable video game design competitions were sponsored by the Game Committee. For example, the one Chen Mo participated in had a little bit to do with the Game Committee.
It made sense when you thought about it. It was a waste of effort, so it was no wonder that no game publisher was willing to take the lead.
This was because in the video game industry, whether it was the previous world or the parallel world, whether it was in China or overseas, there weren't any clear rules to follow. It wasn't like other high tech industries that required professional knowledge and experience.
For example, the producer of Dark Souls, Hidetaka Miyazaki, was just a bottom-level executive planner and programmer at the beginning. Later on, he relied on his own talent and hard work to climb to the position of president step by step.
There were many examples like this in the video game industry. Many of the best video game designers started out as a normal programmer, a tester, or just a passionate gamer. Many of the more serious video game designers would end up working as a screw in a big company, and slowly fade into the background.
At the end of the day, it was because there weren't any clear rules for video game design, and there wasn't a guarantee of "guaranteed success". The same amount of resources and investment could result in a pile of trash and a huge loss, or it could take the world by storm and make a fortune.
Under these circumstances, it was possible to rely on video game design competitions to pick out the most promising video game designers. However, it was impossible to predict the future of these people.
Some people might stand out in a video game design competition, but they would quickly fade into the background.
It was also possible that some people failed in the design competition, but later came up with a lot of shocking works.
For companies like Emperor Dynasty Entertainment and Zen Entertainment, competitions like this would at most attract some promising video game designers. In reality, they would only be able to make a few passable mobile games, and were still miles away from making a profit for the company. If you wanted a video game designer that could make good work and bring value to the company, you would have to look into the industry.
If you looked into the industry, you could just look at their resume. Holding a video game design competition was unnecessary.
Therefore, the video game design competitions in the past were only led by the Game Committee to encourage new video game designers to enter the video game industry. After that, it would be up to the designer to decide if they were successful or not.
For example, Chen Mo did get the rights to use the experience store after winning the video game design competition, but there was still a quota every year. If Chen Mo's subsequent games were all failures, then the experience store would be taken back, and he would have to find another way out. The Game Committee wouldn't care.
The video game design competition that Chen Mo wanted to hold was completely different from the past.
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