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Chapter 143 - Chapter : 142 : Meeting To Discuss

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Looking at the people present, John smiled and delved into the topic.

"I believe everyone knows that we launched a mobile game not long ago called 'Around the World.' Although it has failed, the game itself does not have many problems. We need to overhaul this game, a remake, if you will."

In everyone's surprised eyes, John opened the design document.

"The platform is positioned on a mobile device, and the overall rhythm of the game will be lightweight and casual. Simultaneously, the game is designed for open gameplay. The previous positioning of the game was only for matching character clothes, but we can change that. For example, the character in the game could be a fashion designer or an entertainment makeup artist who needs to create different looks for various fashion competitions, movies, or TV shows."

"First of all, we need to create a worldview and story for the game. It may not be completely realistic or may even look somewhat fake, but it must be compelling," John said, looking at everyone.

This was something that Luna did not include when designing the game, but John thought it was normal. After all, she is just a newcomer in the industry. Wasn't he once a loser himself? If it weren't for the Parallel Memory, he might have already taken a different path. With continuous learning and accumulation, compared to the games in Parallel Memory, John is gaining knowledge every day.

Listening to John's words, Luna paid very close attention. Although John had comforted her before, she also had her own opinions. It was not enough to simply attach John's name to future games; that was not what she wanted.

When they were together before, money was a significant concern for them. However, now that they are engaged and their wedding date is set, money is not their most important factor; what she truly wants is to create and play games alongside John in the future.

Touching the ring on the ring finger of her left hand, Luna listened to John's words, and her expression shifted from serious to thoughtful. Many unclear points before became clear, but she quickly recognized what had gone wrong.

"Mr. John, do I think it's a waste to simply create games for women?" Christy raised her hand and offered a suggestion.

"Tell me your opinion," John said with a smile, nodding at her.

"A handsome male character image, a female-centric plot, attractive clothing, and appropriate social display elements; these aspects also appeal to male players if you consider them from another angle. A cute and beautiful girl standing there can satisfy a male player's fantasy, especially if she's voiced by a talented voice actor."

"We can pursue two approaches. When the player enters the game, they can choose their gender. If a player selects female, the gameplay will offer a female-oriented experience where they play as a staff member of a fashion company, creating looks for various fashion challenges featuring handsome male models or celebrities. The elements of dress can be completely open, and male models and stars can be divided into different tiers of cards for players to collect. If the player chooses a male character, they will be matched against female models and actresses; a comic style influenced by the second dimension would suit the game's overall aesthetic."

As Christy spoke, everyone focused intently on her. Damn, kid.

John couldn't help but smile. According to Christy's proposal, developing the game in this manner, along with good numerical settings, would not only make it appealing but would also ensure it could be profitable as long as the graphics and storyline were solid.

"You can include the male gameplay mode, but note that the game will involve place-building elements, and cards will not serve as payment points," John transitioned the topic from gameplay to monetization, and everyone showed expressions of surprise. Cards not being used as payment points? How would that attract players?

"Compared to boys, female players, especially mobile players, prioritize sharing and socializing. The next point is role exclusivity. In an Otome game, every user will 'particularly love' certain characters, and there are varying levels of exclusivity for the characters ranging from mild to severe. Users will want to collect more related storylines involving their favorite characters."

"The main gameplay is free, but we will sell plots and events, similar to a GalGame," John explained to everyone.

Sell plots? GalGame? Everyone exchanged puzzled glances. Would anyone actually buy it?

Faced with their skepticism, John smiled and refrained from immediate explanation: "It's not that the plot is sold in chapters, but rather, the costumes in the game will affect the plot. These costumes can be obtained through the store, but players can also gradually earn them over time."

"There will be variance in duplicate items within the larger prize pool," John elaborated.

A free game and purely free? This is impossible, after all; a game company is not a charity. In non-competitive games, how to manage the in-game store is crucial, and this is what John needs to contemplate.

In terms of paid experiences, John has encountered numerous games in Parallel Memory. Even within niche Otome games, he can identify models worthy of study for their paid experiences.

After drafting the GDD document and securing funds through the Finance Department, John is not yet prepared to make any manual arrangements.

Armani approached John. After reviewing the entire project GDD and the system incorporated into the game, he had insights to share. John always made the final decisions regarding the core system content of the game, while Armani was primarily responsible for operations, ensuring they did not interfere with the game itself.

However, this time, Armani expressed something that surprised John. He initially couldn't believe what Armani had suggested.

In the office, John regarded Armani with a mix of surprise and humor, saying half-jokingly, "Aren't you kidding?"

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