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Video Game Tycoon in Tokyo-Chapter 985: Linear Trigger
Chapter 985 - Linear Trigger
Phase Two of the theme park expansion had been confirmed as Final Fantasy, while Phase Three was still in the midst of an online voting process. In addition to these large themed zones, several smaller parks combining multiple IPs were also being planned. These mini-parks would have more compact layouts and faster construction times.
If all went well, they could be completed within one to two years.
Among the confirmed plans were the Street Fighter Battle Arena and the Dragon Quest Pavilion. ƒree𝑤ebnσvel.com
Once Takayuki finalized all of these development plans, he returned his focus to game development.
The park would be managed by a dedicated team. All Takayuki had to do was continue creating new game IPs and sequels. Tasks unrelated to development could be left to the professionals.
Right now, the highest-priority project was GTA: Liberty City Chapter.
The main storyline and content were about 90% complete, and side quests and narrative threads had been finished. Most of what remained was performance testing and optimization.
This version of GTA: Liberty City was being developed for the new generation of consoles, with graphics comparable to what would be the PS5 era in the original world.
A next-gen console was scheduled to launch in 2017—a new flagship for this world's gaming market.
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Takayuki had also outlined plans to implement new features for the upcoming console.
One such innovation was the adaptive trigger—a concept he really liked, and one that wasn't too technically difficult to realize.
Adaptive triggers provide different levels of resistance and tactile feedback depending on how deeply the player presses them.
This would be perfect for simulating gunfire, archery, driving, and more.
Takayuki planned to first implement this feature in GTA: Liberty City Chapter, where players would experience nuanced responses depending on the weapon or vehicle being used.
The game would feature a variety of vehicles, guns, and even compound bows and crossbows—all of which could take full advantage of adaptive triggers.
However, it seemed he wouldn't have to wait for future implementation after all.
Airi Hayasawa cheerfully walked into Takayuki's office and placed a prototype game controller on his desk.
"Takayuki, look at my latest creation! The adaptive trigger you asked for—it's done!"
"You've already finished it?"
Takayuki was a little surprised.
He had only recently shared the concept of adaptive triggers and figured development wouldn't start until the game was nearly complete.
But clearly, Airi had taken the idea very seriously. After his initial explanation, she and her team had already built a functional prototype.
"This is your engineering team—the one you've been training for over twenty years. Whatever console features you want, we'll make them happen."
Airi was proud. Takayuki's surprise gave her a genuine sense of accomplishment.
The controller prototype looked a bit rough—its outer shell was made from basic 3D-printed plastic, with noticeable edges and imperfections.
Still, that was fine for an engineering sample.
Takayuki didn't care about the physical polish—production models would eventually look sleek and professional.
"Can I test the adaptive trigger functionality on PC?"
He was eager to try it out.
Another next-gen feature from his original world was now real—and in his hands.
Back in that world, very few games ever fully utilized adaptive triggers.
Most developers didn't really understand their potential.
But Takayuki believed adaptive triggers were one of the most immersive gameplay innovations available.
With them, the player's sense of realism would increase dramatically.
And now that adaptive triggers were here, maybe it was time to start researching advanced haptics too?
True haptic feedback could make players feel like they were really inside the game.
If the character walked across a desert, the controller could produce a grainy, sand-like rumble, as if the controller itself were trekking through sand.
If the character swam, the vibration would be smooth and fluid, like cutting through water.
But first—he had to try out the adaptive triggers.
"Of course! Here's a demo for the adaptive trigger—you can test it right away. If you like it, I'll coordinate with the development teams so they can start using it ASAP."
"Perfect. Let's get this to the 2077 team and the GTA team as soon as possible. And every other first-party title should integrate it too."
Airi's work had already inspired Takayuki to start planning what to do next.
Third-party games would come later. But for now, every Gamestar first-party game would integrate adaptive triggers.
And of course, the API and SDK would be publicly available to third-party developers as well—so they could adopt the feature too.
The more widespread it became, the more expected it would be by players.
And that expectation could help solidify Gamestar's dominance in the next-gen console space.
Other companies—like Surei Electronics—might struggle to keep up.
Airi plugged a USB stick into Takayuki's PC, and he launched a simple first-person shooting demo.
The prototype was bare-bones—a testing ground filled with target dummies.
"Oh, I almost forgot—there's one more feature in the demo. When you switch weapons, the controller gives a distinct, crisp vibration to signal the change. Our team is researching ways to make these vibrations even more refined—so that each weapon will feel different when selected."
Takayuki paused mid-input.
Oh?
They had already thought of that?
While the idea was still in its early stages, the fact that they were already brainstorming weapon-specific feedback was incredibly promising.
"That's a great start. In fact, let's take this vibration concept even deeper. For example, if the character is in a howling windstorm, the controller could simulate a buffeting, irregular rumble. Or if they're walking through the desert, the controller could mimic the crunching texture of sand. What do you think?"
"Whoa... You're right, Takayuki! That would be amazing!"
Airi lit up with excitement.
"You really do think of the coolest stuff. My team had only thought of feedback when switching weapons. But now that you mention it..."
She was already jotting down notes in her head.
And so, another new frontier in immersive gaming began to take shape.