GAME CREATOR SYSTEM

Chapter 16: 16 - Evolve?



The Players' reaction to the post on the Whisper social network was a success.

Notifications of the likes, comments and shares that the post was receiving, as well as new followers on FrostHaven Entertainment's account, kept pouring in!

Within an hour of posting, it already had more than 300 likes, with numbers rising steadily.

One thing I didn't expect was that when the Players saw the post, they were so excited that they reposted it for their followers to see too!

Although no one famous had reposted it, when dozens of ordinary people reposted it, the reach wouldn't have been much different from someone famous having reposted it, so that the reach of the post had already passed 5,000 people.

Sure, I know that this reach of 5,000 people doesn't mean that 5,000 people read the post, just that it appeared in their feed.

But still, this was a new form of advertising that I didn't expect to happen so soon.

My idea with the social network for now was just to keep the Players engaged and excited about the game so that when I needed to promote a new game, the page would already have so many followers that the new game would already have an initial audience.

But who would have thought that their reaction to this post would be so intense?

Curious, I started reading the comments, trying to understand why there was such a huge response.

[Are you kidding me! Not only does the game have over 100 different cards, but now a new set of cards is going to be released?! WTF!]

[And I thought the game was good enough, then Game Creator shows me how wrong I was and proves that even a game this good can still get better!]

[What is this?]

[My respects to you Game Creator, or rather FrostHaven. I was giving up on being a Player after such exhausting daily training routines, but with your game I became able to improve even while having fun! At first it was hard to feel the difference but after three days of playing Runestone I'm already feeling my muscles getting stronger, the weight I was lifting in the gym is also increasing much faster than before!]

[Bruh, I've just started playing and I haven't even memorized all the cards in the game, then you throw another set of cards at me so I have to remember even more...?! I don't know whether to be happy or sad lol]

[Is this some kind of card game? Where can I buy these cards?]

-----[Replying to the comment above, this is a game for Players, unfortunately normal people can't play it].

[OMG, I'm going to start collecting Gold coins for when these new cards arrive!]

[And here I am pleased that another game I play has added a new species of Goblin for me to battle...]

Reading the comments, I began to understand why players reacted this way to the post.

Apparently other Game Creators also released updates to their games, but unlike my update which added a lot of new content to the game, since I could produce several new cards with ease using the help of the System, the other Game Creators didn't have this facility.

Considering that most games involved combat, the amount of Mana they spent on developing a kind of enemy that was wise enough to battle, move, dodge, attack or the like, was very large.

Not to mention that the development wasn't guaranteed like the one I did with the help of the System.

To make a new enemy, Game Creators had to work by trial and error, spending hundreds of MP to develop a new kind of monster.

Considering how exhausting this was for a return that would take months to pay off, usually Game Creators would rather spend that Mana developing a new game and profiting from that new game, even at the expense of the previous game's loss of popularity, than trying to invest in maintaining the current game.

Of course, there were exceptions to this.

Just as the comment said, there were Game Creators who had very successful games and preferred to invest their Mana in trying to maintain the current game rather than start another one from scratch, spend hundreds or thousands of Mana Points developing it and the game not doing well.

Since our body's Mana regenerated every day, it wasn't all that bad to update games, but considering that the updates they made to the games didn't add much, it didn't do much to maintain a game's popularity for long.

What's the point of spending 500 - 900 MP to add a goblin to your game if the game is going to remain as boring as it was before just to keep earning a few MP a day for a few more months?

In the view of independent Game Creators, it was better to have 3 games earning 1 MP per day than to keep a popular game earning 2 MP per day.

And they're not wrong about that, after all, at the end of the month the first case would receive a total of 90 MP while the second, which focused solely on making a good game, would receive 60 MP.

Probably with the example of my game, as time goes by the Game Creators will also start adding updates of fun things for the Players, trying to increase the amount of daily Players to reach the game's 2 MP limit, but I don't know if they would go out of their way to get even more Players.

In college we were taught that having 3,000 or 30,000 Players playing a game was completely irrelevant to the Game Creator, which is why Guilds hired Game Creators.

When the Guild had control over the Game Creator, they could pay him to make exclusive games for their Players, focused on training exactly what they wanted, and the Game Creator would have to keep investing MP in the game to improve it as much as possible, even though he wouldn't get back the MP spent on it.

It was common knowledge that the best games out there were not available to the public, but were exclusively for internal use by the Guilds.

No one thought this was wrong, who would turn down a 6-figure or 7-figure annual salary just to create games for a Guild?

Even if the Game Creator took longer to climb the ranks because of this, he would have a great life with so much money.

'I guess only I'm foolish enough to care about having more and more Players playing and enjoying my game...' I laughed to myself.

But I didn't regret my choice.

After talking to the old director, I had made up my mind that this was the path I wanted to follow, not to mention that the more Players I had, the more money I would get too, right? So why bother?

I would focus on developing the best games, with the best experiences and only when the game was in a stable state would I start developing another game.

Runestone for example, I could imagine so much room for development in that game that wasn't even taken advantage of by the original game in my previous world.

Not taking advantage of all that would be a big waste in my view.

Not to mention that there was something little talked about among Game Creators, since it was something very difficult and unprofitable, but which Players loved.

As long as a game accumulated enough Mana, it was possible to make a game evolve!

When a game evolved, it was possible to develop a second version of the game for a higher Rank, allowing both Ranks of Players to play the game and earn money accordingly.

These evolved games were the trump cards of all the Guilds, with each Guild having at least one evolved game, or for the large Guilds, several such games.

The difficulty of evolving a game is that in order to evolve it, the Game Creator must store at least hundreds of thousands of MP accumulated by Players in the Game Core.

When the amount of Mana passes a certain threshold, the Game Core will begin to absorb this Mana and evolve naturally.

While this sounds very promising as an investment for Guilds, for unsupported Game Creators this is a disaster, after all they will have to stop improving their own Mana, slowing down their future growth, so that Players benefit from it.

Sure, if a game had tens of thousands of Players, both the Game Creator would receive Mana and the Game Core could accumulate Mana to evolve.

But the Game Creator's Mana investment to keep a game popular for so long would be much better spent developing other F Rank games and profiting from variety.

But while for other Game Creators this might be a problem, for me as a System owner it might not be such a problem.

Not only is my cost of developing games much lower because of the help of the System, but the game ideas I use are so creative that I'll find it much easier to accumulate tens of thousands, if not hundreds of thousands of Players in my games!

Looking down my shirt, seeing how much my muscles had evolved in the last few days that I had left the False Neurological Feedback activated whenever I was awake, I began to imagine how big this improvement would be if my game went up to Rank E, or even Rank D and this thought excited me.

'I may not need strength now, but it can't hurt to get stronger, right?' I laughed as I rubbed my hands together and thought about how I could speed up Runestone's development even more.

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