PixelPioneers: The Birth of a Gaming Empire

Chapter 153: Chapter : 152 : Are You Crazy?!



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In Gemtech's office, Amos Camron, the CEO, was in a very good mood. This year's consecutive game releases have performed well.

Martel from Mercury Studio tried the 3A game for the first time. Although there were no big sales, the profit was very impressive. At the same time, a recently developed 3A game, Shadow Legend, also performed well in terms of revenue. Additionally, The Elder Scrolls: Skyrim, which they are collaborating on with PixelPioneers Studio, will be released soon, another important revenue source.

Although Sword and Magic has fallen in the rankings, after all, it was released two years ago. It's only a matter of time before it is surpassed, and more importantly, the game's revenue has not been affected.

Camron, relaxed and leaning on his office chair, stretched. This quarter's financial report was another success. A smile appeared on his face as he sipped his coffee in the office.

However, at that moment, the phone on the table rang. He glanced at the caller ID, it was from the game distribution department, likely about PixelPioneers Studio. Camron's smile grew brighter as he answered the phone.

Listening to the instructions on the line, the smile on his face gradually disappeared. "Impossible! Is PixelPioneers Studio in trouble? We need to sell at least 4 million copies to break even, they're crazy! Do they have a multiplayer in-app purchase plan? That wouldn't push the price too low! Don't worry about this; I'll handle it."

[=====]

In PixelPioneers Studio's office, John looked at Armani, who had just put down his mobile phone, and sighed. "Gemtech's side is in trouble. If our game had Gemtech's technology and their team joined us, it would be better. But we won't be working with them."

Communication with Gemtech ended with a final game price of $30. Of course, this is the launch price; the platform will adjust the price for the 3A game later. They recently held an event called the PixelPioneers Studio First Anniversary Sale, offering the game at a limited-time discount. Gemtech's promotional excuse was a summer game discount campaign, which many major studios participated in. This time, Gemtech added The Elder Scrolls: Skyrim to the lineup.

As for why the price was set at that point, almost half that of a typical 3A game, John explained to Gemtech that the focus was on the multiplayer mode, aiming to attract more players who would become hooked and continue spending. But there was another strategy John didn't mention: targeting Gemtech's Sword and Magic.

The success of Sword and Magic, developed by Gemtech two years ago, was evident. Although its profit was surpassed by Resident Evil Resistance, it still ranked second nationally.

It's possible that the operation team of Sword and Magic, seeking to prove their superiority after the rise of Resident Evil Resistance, launched several aggressive monetization events. This temporarily boosted revenue, even surpassing Resident Evil Resistance, but the sudden imbalance caused many players to quit. As a result, Gemtech seems to have begun preparing Sword and Magic 2, which has slowed content updates for the original. This was the perfect opportunity to poach players.

And if things didn't go exactly as John hoped, they weren't overly worried, because Gemtech only held the local distribution rights. John still maintained the overseas rights. Well-known overseas publishers like UEGame, Power Blizzard, and WSGA were very interested in The Elder Scrolls: Skyrim. With its quality, John believed it wouldn't flop.

[ ===== ]

As July approached, under enthusiastic anticipation from players, Moondustries and Essence heavily promoted Fantasy Dream and King's Sword. In major cities, from subway stations to large billboards, advertisements for their games appeared everywhere.

Meanwhile, The Elder Scrolls: Skyrim was gaining attention both online and offline. Some game settings and features were also revealed. For example, the official OD (Open Development) plan would provide special tools for OD creators, including support for editing terrain, quests, and battle modes.

Following this announcement, many community OD creators became interested. Most of these creators are passionate fans or industry workers who develop content in their spare time, often to gain experience.

In a certain OD group, a discussion began:

"Did you see that? It seems like PixelPioneers Studio's new game, The Elder Scrolls: Skyrim, will support OD tools. They're officially releasing tools for creators."

"Sounds interesting, but don't let it end up like other games, just model swaps and cosmetic tweaks."

"Probably. It's still a 3A title."

"Whatever, I'll wait and see. I just finished a previous OD. If this new game allows more freedom, I might switch."

Upon hearing this, Shinozaki, the lead developer at Essence's King's Sword studio, chuckled and shook his head.

"OD? At best, it's just model swaps and some extra outfits. How many players will that attract?"

"And OD creators have inconsistent quality. Some junk ODs can even crash the game or your system," Shinozaki added with a shake of his head.

Initially, PixelPioneers Studio and Gemtech's push for OD features in The Elder Scrolls: Skyrim didn't stir much reaction. Even players weren't very excited. But soon, with official announcements from both companies, everything changed.

"To celebrate the first anniversary of PixelPioneers Studio, The Elder Scrolls: Skyrim will launch on July 21st, with a limited-time price of only $30."

This was the official promotion from PixelPioneers Studio. Gemtech followed up, stating that The Elder Scrolls: Skyrim would be included in their summer game sale, also priced at $30 for a limited time.

When the news broke, players erupted in joy, while Moondustries and Essence were stunned. "Are you crazy!?"


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