©WebNovelPub
Video Game Tycoon in Tokyo-Chapter 925: Innovative Gameplay
Chapter 925 - Innovative Gameplay
When it came to applying artificial intelligence, the current team still lacked experience. That's why they needed someone to assist in game development.
Benedict happened to be a seasoned gamer, and most of his students were also avid players. So when they learned that they might get the chance to be involved in developing games for Gamestar Electronic Entertainment, they were all extremely excited—some even wished they could hop on a plane to Japan and start working at the company headquarters right away.
Takayuki also offered an excellent compensation package.
If Benedict's students were interested after graduation, they could directly join Gamestar's U.S. branch. The company would open a new department—the AI Creative Division—dedicated to researching AI technologies related to game development.
As for Benedict himself, he would become a long-term consultant for Gamestar Electronic Entertainment.
"Artificial Intelligence? What's Takayuki planning this time?"
At the same time, in the U.S., Myron Case—who was working hard to carve out his place in the game market—frowned as he read the latest news.
He was familiar with AI. It had recently become a hot industry.
He even had a chip development team working on AI chips. But those chips were designed for assisting hardware and systems in smartphones—not for developing software or games like Takayuki seemed to be attempting.
Was this perhaps a step toward a Facebook smartphone?
No, if that were the case, Takayuki would have told Bob to drive the AI initiative instead of doing it himself.
After so many years, Myron had basically become Takayuki's long-term rival.
And often, the person who knows you best is your opponent. Myron had a decent grasp of Takayuki's character.
Takayuki was someone obsessed with games. He rarely got involved in industries beyond gaming, except for things like acquiring flash memory factories to make their own game cartridges.
As for other ventures, he left those to his subordinates, offering only creative ideas.
Still, one couldn't deny that Takayuki had a sharp eye.
So even if Myron was reluctant to admit it, he felt it was time to seriously look into AI technology too.
Th𝗲 most uptodate novels are published on ƒгeewёbnovel.com.
Several other major companies—like Surei Electronics, the Morgan Group, and Brown Entertainment—were also watching Gamestar closely.
These companies were all giants in electronics, internet, and entertainment, so anything Takayuki did caught their attention.
But for now, none of them could figure out exactly what Takayuki intended to do with AI.
Development of Cyberpunk 2077 remained a mystery to outsiders—thanks to Gamestar's notoriously strict confidentiality protocols. Leakers had been harshly dealt with—unless the leaker was Takayuki himself.
Though even in those cases, they put on a show of launching an internal investigation.
True leakers had it much worse.
One time, someone leaked gameplay features from Resident Evil 2 before launch.
Most companies might issue a cease-and-desist or publicly denounce the act. But Gamestar spared no expense in hunting down the culprit.
And when you have money, very few things are truly unsolvable.
Over time, people simply stopped risking it. Nobody wanted to be the next example.
As for Cyberpunk 2077, the fourth development team had now entered the early phase of designing AI-driven narrative characters.
They would use Benedict's AI lab technology to build basic character models, then have Takayuki review them to confirm the direction.
Meanwhile, Takayuki was also overseeing the development of other titles.
The company's annual "franchise games" couldn't be skipped. Not only were they a cash cow during the height of the "template game" craze, they also served as test beds.
The AI systems currently under development would be applied to these games first.
For example, AI-powered monsters were now being tested in the new Monster Hunter.
Of course, this AI would be limited within preset rules. It would add randomness and variation to high-rank monsters only, allowing them to adapt to players' combat habits.
A developer named Motomura Sai—one of the fastest learners of AI—came up with an excellent idea during a brainstorming session.
His idea: have AI monsters occasionally pretend to be weaker, based on player behavior. This would give players the impression of barely overcoming a tough fight—falsely boosting their sense of achievement.
This way, even unskilled players might think the game was really fun.
When expert players uploaded highlight reels of beating monsters, less-skilled players would try it too, and discover they could pull it off—thinking they were just as good.
This was a more advanced form of dynamic difficulty adjustment.
Compared to past step-based difficulty systems, this new model was smoother and more variable. The difficulty could adjust according to each player's state, creating a fresh experience with every monster encounter.
Takayuki personally acknowledged Motomura Sai's contribution, awarding him a large bonus and naming him Employee of the Year.
He also gave him a special privilege: the right to insert his own Easter eggs into any future game, allowing him to leave a personal mark in Gamestar's virtual worlds.