Building upon the foundation of Red Alert, the subsequent development of DLC content proved to be relatively straightforward. The most challenging aspect was crafting the background introduction within the game itself; how players could truly grasp this world became the primary obstacle Barton had to confront.
"Combining single-player DLC plots with multiplayer modes, new units, and factions, these elements empower players to choose whether to grind through missions or complete limited objectives to unlock content," explained Barton during a conference room discussion with Koch. They were beginning to shape ideas on how DLC should be integrated into the game.
The initial DLC storyline could be offered freely to players, but for the larger, more ambitious expansions, they needed to devise strategies to recover development costs. Similar to Resident Evil Resistance, players would have the option to spend time unlocking content or pay directly to save time. Additional monetization points, such as special skins, voice packs, and other cosmetic features, would also be introduced, carefully balanced so as not to disrupt gameplay integrity.
"At the same time, once we introduce the time machine and add levels set in parallel worlds, players won't be controlling massive armies anymore," Barton explained. "Instead, they'll command an elite squad of just a few highly skilled individuals."
"You don't need to go into every detail," Barton advised Koch. "But you must ensure players understand the core concept of how this world functions."
Perfection is an elusive goal. Whether in a novel, film, or game, nothing can ever be entirely flawless. A close inspection often reveals bugs or contradictions. To address these issues, developers tend to either chase every bug, making the experience so polished that casual players can't detect flaws, or they choose to obscure minor inconsistencies, focusing attention on the main storyline while leaving small details intentionally vague. This technique provides players with breathing space within the narrative. In the realm of games, movies, or novels, this approach is often called an open ending, a more elegant way to manage imperfections.
Hearing Barton's insights, Koch and the others nodded in understanding.
While Barton was mentoring Koch on the upcoming content for Red Alert, another online game, Resident Evil Auto Chess, was rapidly gaining popularity. Even without significant marketing, it soared into the top ten on trending charts.
This was a remarkable achievement for such a small-scale game. Its simple yet addictive mechanics, combined with luck-based elements reminiscent of mahjong, made it highly engaging. It was also tailor-made for live streaming. Imagine a player seemingly invincible early on with a powerful bond card, only to lose it at the worst moment. While that could frustrate the player, viewers found such moments electrifying.
But Resident Evil Auto Chess wasn't the only game stirring excitement. In The Elder Scrolls: Skyrim, several MOD creators began releasing their own versions of Skyrim Auto Chess. They transformed in-game sky cards into auto-battler mechanics, even introducing eccentric combinations, like special NPC duels that, when won, unlocked mysterious new pathways.
As this trend spread, other studios announced plans for similar auto-battler games. Naturally, they'd wait a week or two, until the official protection period expired, before "drawing inspiration" from Resident Evil Auto Chess.
Meanwhile, in Gemtech's conference room, Norbert set his phone down. The screen displayed Resident Evil Auto Chess, with each chess piece fully equipped and an impressive recharge progress bar below.
Looking up at the arriving team of developers, Norbert leaned back confidently. "VR headsets and portable VR devices are nearly ready. Moondustries and Essence are developing related VR titles. The latest VR gear is expected to launch around the end of November. What are your thoughts?"
"It's too risky to develop a major new game solely for VR," replied a middle-aged man with a thick beard, dressed in an off-white shirt and sipping from a goblet. "I suggest we remaster some classic titles instead. That way, we can evaluate VR performance and gauge market reception."
This man was Duncan. At Gemtechs, only Norbert held a higher rank. Though Duncan hadn't released a new project in two years, his seniority and reputation commanded respect. When he spoke, no one dared to openly disagree.
"If we're remastering a game, selecting the right IP is crucial," Norbert said, sliding his phone, showing Resident Evil Auto Chess, toward Duncan.
"Resident Evil Auto Chess by PixelPioneers Games?" Duncan recognized it immediately.
Though he hadn't launched anything new recently, he kept a close eye on industry trends. He admired PixelPioneers' rapid ascent, especially after they developed a title as massive as The Elder Scrolls: Skyrim. He didn't underestimate the company, nor Barton's team. After all, awards don't determine success; innovation and execution do.
"With VR's immersive potential and portability, this genre could have a significant head start," Duncan nodded thoughtfully.
As for copying ideas? After years in the industry, he'd grown accustomed to it. Different art styles, balancing values, and codebases, once you added your own creative touch, it became inspiration, not imitation.
After all, if plagiarism were strictly enforced, there would only be one game per genre. Take FPS games: everyone is involved in shooting and killing enemies. Should that be considered plagiarism? Clearly not.
"And in this genre," Duncan continued, "what truly matters, beyond gameplay, is the experience and the strength of your IP." Though he only occasionally dabbled in auto-battlers, he understood these two factors perfectly: the quality of the experience and the platform's influence.
"Combining VR and AR, merging virtual environments with real-world spaces to bring the game to life, that's the kind of innovation we should pursue," Duncan said with a smile.
"I've got some free time. Let me handle this project," he added, glancing at Colin with a grin. "Testing the waters in VR might be just what the industry needs; maybe VR truly is the future."
