Moreover, the independent video game designers had a lot of freedom.
This was equivalent to a war. Chen Mo would give them the best weapons and equipment, allowing the new soldiers to play a crucial role as long as they had some basic knowledge.
Of course, if you were really good and could carry the game yourself, that was fine too.
Was it hard to develop one game a year?
If it was in the past, it would have been difficult for the independent video game designers.
But now, with the art library, physics engine, artificial intelligence, and ready-made IPs, all they had to do was modify the original script and add in some of their own understanding to create a ready-made game unit. How hard was that?
Making one game a year was more than enough. If they only considered the number of copies, making two wasn't a problem either.
It was foreseeable that some of the classic IPs would have many different parallel worlds, like Dark Souls, Assassin's Creed, Azeroth, and so on. The world itself was rich, and many entry points could be found. Any entry point could be used to make a small scenario, and the mission would be considered completed.
Moreover, each game unit, or small scenario, could be made into a single player mode, a multiplayer mode, or even a variant mode.
In the variant mode, the key NPCs would only need to be given a higher level of artificial intelligence, allowing them to take different actions. That way, multiple players would be matched into the same game unit, each with a different goal. They could fight against each other, or work together. At the same time, the NPCs would have their own AI logic, allowing them to take different actions each time.
Even in the same scenario, a certain NPC's loyalty could cause the entire game to go in the opposite direction, giving the players a completely different gaming experience.
Therefore, for the video game designers, everything was ready. All they lacked was a bit of imagination.
With so much room for improvement, with such good conditions and resources, if they still couldn't complete the mission, they might as well kill themselves with a piece of tofu.
Although there was still a year before the official release of the Oasis Project, the independent video game designers couldn't wait any longer, excitedly starting to develop their own game units.
Obviously, the development of Oasis would take a long time, but its impact on the development of the entire video game industry would definitely be disruptive.
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For Chen Mo, what he needed to do with the Oasis Project was simple. It was to create a complete set of rules for the entire Oasis.
For example, what was the reward for clearing a certain game unit? How to bring it out? Are there any restrictions on the usage of the items you bring out?
How do players level up? How to balance the players' profits?
What profit model does the game use?
How to balance the difference in strength between different players? How do I differentiate the difficulty of different game units?
In order to integrate all the complicated game worlds into one and incorporate them into the framework of Oasis while ensuring fairness for most players, a series of complicated restrictions were needed. Some major restrictions could directly determine the success or failure of the game.
Whether this "beautiful" game mode was actually beautiful or not, he would have to wait until he went online to find out.
However, Chen Mo wasn't in a rush. He would let the independent video game designers come up with enough scenarios in this year's time, then they would be unified.
During this period of time, more independent game designers would be recruited to join the Oasis Plan. The twice-yearly video game design competition would provide an endless supply of talents. They could also be poached from other companies or selected from Thunderbolt Gaming Platform.
In recent years, the entire world's gaming industry had been constantly improving. While the entire industry was becoming larger and larger, the number of people who devoted themselves to the gaming industry was also increasing.
Every year, there would be a new batch of outstanding video game designers, so there was no need to worry about a lack of manpower.
The popularity of Monster Hunter was still rising, and it was the most fun time for the players. They were already familiar with the combat system of Monster Hunter, and they had just passed the critical threshold of the Horned Dragon and the Male Fire Dragon. They were bursting with confidence.
There were still Mie Miezi, Steel Dragon, Flame King Dragon, and other more difficult ancient dragons waiting for them to challenge. Whether it was in terms of skill or equipment, they were far from reaching their limit. The game still had a long life.
However, for Chen Mo, the development of Monster Hunter was almost complete. All he had to do was keep updating DLCs and adding new monsters to maintain the popularity of the game.
He could start thinking about the new game.
It was already mid-October, and the development plan for the whole year was coming to an end.
Chen Mo was still producing a lot of games this year. Matrix Glasses, Assassin's Creed, Silent Hill, The Legend of Zelda, Escape, Labo, Monster Hunter … Every single one of them was worth bragging about.
Last year's final game was US Apocalypse, which swept the video game media with a perfect score.
This year, Chen Mo already had The Legend of Zelda, so he didn't have to work so hard to make a perfect game to make things difficult for the judges.
So, what would be the last game of the year?
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Everyone in the conference room was waiting for Chen Mo to reveal the answer.
Although they had guessed all sorts of possibilities, they were still shocked when they saw the title of the design concept.
"Pugilistic World?"
"Chinese style game? Wuxia game? "
"That … Who would've thought …"
This was quite a surprise for everyone in the room, because … How long had it been since Chen Mo made a Chinese style game?
Of course, Chen Mo's mastery of the Chinese style was undeniable. Wulin Legend was a PC game with a similar theme. It was quite popular, and even won an award from the Game Committee.
However, after entering the VR stage, Chen Mo's games were all focused on big scenes, and were mainly in the Western Fantasy style.
Part of it was because he was good at it, and part of it was to better open up the international market.
After all, different cultures had different opinions in the world. It was difficult for Chinese style games to reach the international market, not only because of the lag in the development of the Chinese video game industry, but also because Chinese culture wasn't very popular in the world, and had limited influence.
It would be quite complicated to talk about this topic. But no matter what, no matter how good a Chinese style game was, it wouldn't be popular in the international market. This was the current state of the industry.
So, would Chen Mo's new game be able to change this situation to some extent?
After all, with Chen Mo's current abilities and Thunderbolt Entertainment's current reputation, he wouldn't be satisfied with just making a game for Chinese players.
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