Game Developer in the World of Anime

Chapter 701 - 701: Nene Takes the Stage

After spending about ten minutes quickly going through the four game concepts scheduled to appear today, Hazuki finished reading and revealed a surprised expression.

"These are really good. It looks like after what happened last time, everyone has exploded with even more inspiration. All of the ideas are excellent, especially the first one. The concept Umiko and Nene came up with really surprised me."

"Right? I was surprised too," Ichin said with a smile.

"Compared to the other three, Umiko and Nene have already written their game content in considerable detail. With a bit more polishing, it can become a proper game proposal and enter development very quickly. And based on our previous experience, developing it shouldn't be particularly difficult. Now it just depends on how everyone supplements and improves the idea after Nene presents it during today's competition."

Having the creators themselves give presentations was only one part of the event. More importantly, the brainstorming session afterward would allow everyone to discuss things more thoroughly, letting different ideas collide and generate even more interesting gameplay concepts.

Looking at the documents in her hand, Hazuki happily said,

"Besides the producers among us, the company itself is now capable of continuously generating new game ideas. Combined with the reward system we've established, we'll eventually enter a very healthy cycle."

"Exactly. So far, everything seems to be progressing smoothly."

Both of them were full of confidence regarding the company's future and looked forward to what lay ahead.

Another ten minutes later, the conference room doors opened.

Everyone's lunch break had ended, and employees began entering one after another, all wearing excited expressions.

Seeing that both Ichin and Hazuki were already there, they curiously asked:

"Boss, does this mean there are some really good ideas this time? You both look so happy."

Ichin smiled.

"You'll find out soon enough. Go take your seats first. I guarantee you won't be disappointed. And once the presentations begin, feel free to think about and discuss whatever the speakers bring up. If you have any ideas, just say them."

He had already explained all of this in the internal company email beforehand, so everyone knew the rules. One after another, they found seats and sat down.

Soon, the conference room filled up.

The four people scheduled to present today also took their places in the front row.

Once everyone had arrived, Ichin nodded and picked up the microphone.

"Alright everyone, please settle down. This afternoon's Creative Competition is about to begin. I believe you've all read the rules in the email, so I won't repeat them. Four people will be presenting their ideas today. Now then, let's invite our first presenter."

As soon as Ichin finished speaking, Nene stood up from the front row with her documents and USB drive.

She walked onto the stage, plugged the USB drive into the laptop, and projected the contents onto the screen.

Although she was petite and had an adorable baby face, nobody in the company underestimated her.

Back when she was studying law in university, she had independently developed a game engine by herself. After further improvements, the company had used it for game development and later opened its usage rights to independent developers.

Even now, the engine Nene had created was still being used by many indie developers to create various 2D games. Several commercially successful titles on the market had been made using her engine.

Creating a game engine alone was already impressive enough.

Not to mention that in other programming-related aspects of game development, Nene possessed exceptional ability as well. Leading an entire programming team by herself was completely within her capabilities. She was undoubtedly one of the company's core members.

Facing the microphone, Nene confidently began:

"The inspiration I'd like to talk about today came from a sudden idea we had while playing board games over the weekend."

"I believe everyone here is familiar with board games, and I know quite a few people in the company enjoy them."

"Board games require offline play and multiple participants gathering together. They also have a certain entry barrier for players. After playing several times, I started wondering..."

"These games require multiple people, and they also need a Dungeon Master, or host, who understands the scenario and guides the progress of the game."

"Because of these barriers, I couldn't help but ask myself as a game developer: Could I create a game with a much lower entry threshold, one that a single player could enjoy while still faithfully recreating the atmosphere of a board game?"

"And that is the core idea I want to talk about today."

The screen changed, revealing a simple 3D interface.

There was a table with several face-down cards neatly arranged on top.

Across the table sat a masked character.

In the lower left corner of the screen was an HP display reading:

100 / 100

Clearly, that represented the protagonist's health.

Picking up the laser pointer in her hand, Nene continued:

"This is a rough prototype of the interface I've made so far. The cards on the table represent the map of the game's progression. This golden piece represents our protagonist."

"Each turn, the player advances one space, causing a card to flip over and reveal an event the protagonist encounters."

"The event contents can vary wildly. This NPC, who serves the role of the traditional tabletop game host, narrates the event, and players can choose different options to lead the event in different directions."

"Let me give an example."

"You encounter a group of bandits robbing villagers. You can choose to help the villagers fight the bandits, which would trigger combat. The game would then switch to another 3D scene and become an action-based battle game."

"Of course, you could also choose to rob the villagers together with the bandits, or simply sit back and profit from both sides."

"After making a choice, each event would, just like a board game, perform a dice-like judgment to determine whether you succeed."

"The judgment method itself can have many different designs. Guessing numbers, drawing cards like Old Maid, and so on."

"Since this is a video game, we can implement many more gameplay systems."

Even though she had only introduced the beginning, everyone present was an experienced game developer and immediately grasped the game's basic mechanics.

Someone promptly raised his hand to ask a question.

Nene paused appropriately and signaled for him to speak.

A male employee stood up and asked:

"Miss Nene, from what you just described, the protagonist will have combat scenes, right? So how would combat stats be designed? And what about weapons and equipment?"

Nene wasn't surprised at all.

After all, this employee had been one of the members who worked on Tales of Berseria, responsible for balancing and numerical values.

Smiling, she answered:

"Of course I've thought about that."

"Since this is inspired by board games and already has event cards, equipment cards can naturally exist as well."

"Longswords, shields, armor, and other items can all be distributed through various random events. If the player chooses correctly and passes the judgment, they can obtain the corresponding equipment."

"As for combat stats, we can give the protagonist a fixed set of starting values. Then, whenever the player acquires equipment, the additional stats can simply be added on top."

"The main focus of the game is still the board game itself, so we don't need to make the numbers too complicated. Keeping them simple and intuitive is enough."

Her explanation immediately enlightened everyone present, and many nodded in understanding.

Seeing that there were no further questions, Nene continued her presentation.

...

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