PixelPioneers: The Birth of a Gaming Empire

Chapter 116: Chapter : 115 : Exciting And Refreshing



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After playing with a few zombie infection modes, Jamie almost had a general understanding of this mode: looking for a fort and then defending against the zombies. Similarly, the zombies need to break through the human defenses.

It must be said that when defending against the zombies as a human if a bullet hits a zombie, the money and score in the upper right corner will jump upon the explosion.

As a zombie, although it was a bit uncomfortable to be beaten, once the human defense was breached, the feeling of seeing a large number of humans infected as zombies was also difficult to describe in words.

It is completely different from an ordinary FPS. The ballistics in the game are very stable; there is almost no need to control the ballistics, except for the heavy machine gun, which requires a slight downward adjustment for control. The remaining guns only need slight adjustments, and their trajectories are almost a straight line.

What is completely different from the previous infection mode is that this time they are not fixed in one place to defend against the zombies but need to carry out a series of actions to escape and defend.

The map is the police station from "Resident Evil." They need to go from the lobby of the police station to other places to turn on a switch and then return to the lobby to escape. The zombies will chase them down afterward.

Defend, wait for the switch to be activated, and then run away. This gameplay provides a level of excitement that is greater than that of the previous infection mode.

If they are greedy for the thrill of killing zombies, they may take slow steps while attempting to run away, resulting in being caught by the zombies.

But if the defenders become too engaged in combat, it may prevent them from activating the switch, as a lack of firepower could allow the zombies to rush into the crowd and wipe them out. This model is more dynamic than simply holding a fixed position to defend against the zombies.

"Dammit, don't run away! Save me! The zombies are chasing me!" Running while glancing backward, he fired his automatic rifle at the zombies while shouting in the voice channel.

In the six-member team, only he and two others remained human.

"Throw incendiary grenades or stun grenades behind!" Seeing that the rifle was reloading and more zombies were approaching, Jamie shouted in the voice chat, his voice slightly distorted with nervousness.

[ ===== ]

Excitement is the main selling point and feature of the entire game "Resident Evil Resistance."

The infection mode and escape mode are part of the PVP feature. After the zombies break through the humans' stronghold or catch up with them, witnessing a person turning into a zombie makes the survivors feel powerful.

The super high health makes it almost impossible for zombies to die as long as they are not overwhelmed by a group of humans. This greatly reduces their frustration.

With memories of some infected modes in mind, the game experience can be described as extremely poor. Even if some players turn into zombies, they will not continue playing but will decisively quit and start anew.

Why does this happen? The main reason is the too-powerful microtransaction weapons in the hands of players, which can easily wipe out zombies.

After playing with various powerful guns, it can be said that it is no longer a case of zombies chasing humans, but rather humans chasing zombies. This is also the main reason why John refused to introduce microtransaction items that could affect gameplay.

Such changes could alter the nature of the game; there may not be many indications in the early stages, but after several versions of updates, one might find that the game's balance is lost.

Regarding the official game community of "Resident Evil Resistance," numerous players engage in discussions about the game within the "Resident Evil Resistance" classified sections of other forums. Additionally, various guides have emerged.

"Zombie infection mode: five ways to prevent traitors in the team!"

"Escape mode attracts too many slack players. How to win?"

There are tips provided for answering such questions. For example, one strategy reply beneath the post titled "Escape mode attracts too many slack players. How to win?" is simply:

"Join the zombie camp." It's a very simple statement, but quite pragmatic. If you can't beat them, join them.

However, another type of discussion thread is also very popular.

"Is it better to see Leon in a plaid shirt or police uniform?"

"Aia's red dress doesn't compare to the white skirt."

"Ah, it seems to be a jacket. My Claire is just one jacket short of perfection."

"The items in the game can't be traded; I want the pink gun paint. I've opened 20 boxes and haven't found it yet."

"Haha, I opened a pair of sunglasses and put them on my character."

Players share pictures and discuss items in the game community. It seems that this game is less an FPS about zombies and more a dress-up game for them.

[ ===== ]

In the PixelPioneers Studio office, John looked at the important feedback sent by the outsourced customer service and wore a thoughtful expression.

The game's customer service is outsourced because PixelPioneers Studio currently does not have a dedicated customer service department. Even if such a department is formed, it will still require outsourcing. This is considered standard practice in the gaming industry. Most games are outsourced, including the top three in Oceania.

Of course, there is also an internal customer service team, but it is limited to accounts with a specific amount of in-game purchases, while regular and paying players are directed to the outsourced team for feedback.

As of now, the data for "Resident Evil Resistance" is impressive. The game has sold over 1.5 million copies, the peak number of concurrent players reached 1.1 million, and the revenue from microtransactions on the first day totaled $670,000 in the last 24 hours.

The player feedback on the game is also generally positive. Currently, the game's public score stands at 8.5 stars. As an entertainment-oriented multiplayer game, this is quite good. However, it does not mean that the game is without issues.

"John, I want to develop a game." As John pondered, Luna approached him with a stack of documents she had just printed and surprised him with her statement.

"Develop a game? Is this your plan?" John replied, slightly taken aback.

"Yeah! It took a long time to perfect, but I also borrowed some elements from 'Resident Evil Resistance.'" Luna said, her mouth curling up with pride.

Drawing inspiration from "Resident Evil Resistance"? Playing zombie games? John was momentarily stunned, but he remembered that Luna didn't particularly enjoy horror and gory games.

What could she possibly learn from "Resident Evil Resistance"? Confused, John opened the GDD document placed in front of him.


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