Chapter 118: Chapter : 117 : 1 New Version Every Week
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Not only the Phoenix game studios, including NetDragon and Moondustries but also some other second or third-tier studios involved in FPS are all studying the gameplay mode in Biochemical Survival.
This is not something that cannot be copied from the core because the theme of zombies has no copyright at all. Other game developers can use it, but there is an official theme protection period. Even if such games are developed, they cannot go online for some time.
However, this is not critical; the most important thing is that they can copy these modes from past games and easily use them. The map does not need to copy anything—just the core gameplay mode.
This practice is a kind of unspoken rule, whether it is in local or overseas game circles. On the surface, it appears to be a reference to gameplay creativity, but ultimately, it is mainly a reference to what players and industry practitioners have in mind.
In major FPS game studios, while preparing for zombie mode, John is busy developing new content for "Resident Evil Resistance". Regarding hide and seek, also known as peekaboo mode, there are also new skins and two new game maps.
At the same time, PixelPioneers has conducted recruitment. The compensation may not compare with those of the big three and some domestic second-tier and near-first-tier game developers, but the most attractive aspect for game practitioners is the prospect of their games. With several consecutive popular titles, PixelPioneers Studio can be likened to sweets.
This recruitment not only sought experienced professionals but also included fresh graduates, maintaining a balance of about 50%.
At present, PixelPioneers has almost stabilized, and it is no surprise that the game "Resident Evil Resistance" can serve as a funding source for PixelPioneers for a long time.
The talent pool in the studio is nearly complete. Under Armani's management, the customer service and publicity departments are also experiencing a small-scale expansion.
"The previous zombie infection mode and zombie escape mode require version adjustments and content updates." In the conference room, John addressed a group of people responsible for "Resident Evil Resistance", including Koch.
At the same time, he opened the prepared PPT content on the large projection screen. Longtime developers like Koch, who participated in the game's development, have digested the concept of John's fast-paced updates.
However, newcomers who just joined the studio were surprised. Those who have graduated primarily from theory rather than practice and have not experienced any real game project development found it astonishing. Some individuals within the mixed-game industry also felt skeptical about his approach.
Generally speaking, in multiplayer games, version updates and new content introductions are developed after a month or more and then updated according to the progress of the current version. Even some RPG games will adjust the difficulty of levels, forcibly extending the version time.
As John explained, updates occur once a week, which is an almost nonexistent process in the gaming industry. This version update is not about minor changes; it involves maps, gameplay modes, and the release of new content.
"It's unrealistic to expect complete updates every week, but I will divide you into two working groups. You can understand that submitting a completely new version every two weeks is feasible. I've also contacted two outsourcing companies that will collaborate with you. Our team only needs to be responsible for the core content," John stated.
Although this will raise costs significantly, it is a very safe practice. Relying solely on your team would require them to work 12-hour shifts every day; otherwise, do not expect timely results.
In a brief meeting, John discussed the follow-up updates for "Resident Evil Resistance" and assigned tasks to the project team.
In the first two or three weeks of the update, Koch and the two teams he just formed will collaborate, which will guide their efforts.
[ ===== ]
"It's too much! They are copying our zombie infection mode as well as the escape mode!"
"In addition to the scenes and models, there are some changes in the background, but this is our work!"
After the meeting, as John walked out of the conference room, he overheard Evelien and Jackie in the next office, expressing their anger.
"What's wrong?" John smiled as he approached.
"Mr. John, our game has been copied!" Evelien greeted him and displayed several web pages.
Announcements of "FireWire 2" and a promo video featuring gameplay: Doomsday Tide. The new version of "War" has been grandly announced: Zombies are here. These are news about some upcoming FPS games and updates for older FPS games featuring these modes.
It's too easy to replicate this mode, requiring minimal development time. The most basic modification involves adjusting the module shapes in the game, tweaking some values, and fixing a few bugs. A capable development team could have this model online quickly.
"It's to be expected that this model won't continue to be popular, even if there are no direct similarities," John said with a smile as he shook his head.
He understands that zombie mode offers good entertainment, which is hard to compare to pure competitive gaming. Therefore, John has only established a drop-style update strategy, continuously developing new models and content to keep players engaged.
"If they follow the trend, they're likely to fail quickly. If they get greedy with microtransactions, they'll likely fail even faster," John added with a grin.
Listening to John's insights, Koch and the others looked at him with confusion.
Seeing their expressions, John couldn't help but smile. He had a moment to spare and wanted to discuss some things with Koch later, so he began explaining further.