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Video Game Tycoon in Tokyo-Chapter 916: The Top-Tier Open-World Game
Chapter 916 - The Top-Tier Open-World Game
Even Gamestar Electronic Entertainment's secondary-tier game releases were considered major titles by other game companies.
What's more, Gamestar's annual lineup always covered every genre imaginable:
Role-playing, open-world, racing, and sports games.
In 2014, with the FIFA World Cup taking place, Surey Electronics—holding the official FIFA license—naturally aimed to release a standout soccer game that year, hoping to ride the global hype wave for strong sales.
Unfortunately for them, Gamestar's soccer series wasn't pulling any punches either. That same year, they released a new installment of their own Football League franchise—complete with multiple official club licenses.
One company relied on the World Cup hype to boost sales; the other relied on consistent quality and a loyal player base. In the end, both made a killing.
Soccer games already sold reliably in the tens of millions, and this year was no exception.
Surey Electronics surpassed five million units shortly after launch, making it one of their rare cash cows.
...
Still, even with the World Cup advantage, they couldn't beat Football League, which sold over ten million copies in its first week, maintaining its usual dominance.
Clearly, when it came down to hype vs. gameplay, players chose the better experience.
Gamestar's other games that year each averaged over three million units in sales.
With an average development cost of just 30 to 40 million dollars per game in 2014, every title was a guaranteed return on investment.
And the profits kept flowing back into Gamestar's growing reserves.
Large-scale projects like the theme park required enormous funding, and Takayuki could only feel secure once another wave of revenue had rolled in.
Of course, Cyberpunk 2077 also continued to receive heavy investment.
After a year of development, the direction for 2077 had mostly solidified, and production was now in full swing.
This time, Cyberpunk 2077 would feature a massive cyberpunk metropolis.
In the original version of the game, certain city areas—like the rocket launch facility—were left unfinished or unused. But Takayuki's version would fully model every part of the city, with stunning detail and a huge variety of gameplay features.
The original game's vehicle system, truth be told, was poorly implemented. The driving felt off, and the racing segments were embarrassingly underdeveloped.
In fact, in the original Cyberpunk 2077, the NPC racers didn't actually race with the player in real time—they were scripted to "teleport" ahead when out of view. A jarring, half-baked solution. Perhaps CD Projekt Red simply didn't know how to build a racing system.
But Gamestar? With over a decade of Need for Speed development under its belt, failing at this would be unacceptable.
"President, if we make every building and room accessible, the resource consumption will be massive. Is this really necessary? I doubt players will enter every single room. Isn't this against your usual development philosophy of focusing resources where they matter most?" asked one developer in the third development division, during a discussion with Takayuki about the city's construction.
Night City would be divided into seven major districts, plus surrounding wastelands, making the total map size somewhere between 50 and 60 square kilometers.
In most games, the majority of buildings are just facades, but Takayuki insisted every building in Cyberpunk 2077 should be fully explorable—an enormous challenge for the team.
The sheer size of the map meant the game would easily exceed 100GB, and possibly 200GB.
It would be the largest game map any of the teams had ever built.
But... was bigger really better?
Takayuki had always advocated resource prioritization—investing only where it really mattered.
This demand seemed to contradict his usual philosophy, and the devs couldn't help but question it.
"It's because this time, we're not just building a 'game city.' I want Night City to feel like a fully believable real-world city. In fact, in some areas, the detail needs to be excessive—even overwhelming."
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"President, this is going to push our optimization team to the limit. The scope is beyond anything we've handled."
"The Unreal Engine team will work closely with you. Optimization won't be a problem."
"Then... if you want full building access, is there something special planned for them?"
"Of course. Realism doesn't just come from a detailed map—it also needs content. That content will come from the Fourth Development Division. They're researching an extensive set of side quests."
"That sounds... daunting. President, how many side quests are you aiming for?"
"These quests don't need to be 100% discoverable. What matters is that players feel the city is alive and real. That probably means over a thousand quests—dynamic, varied, and woven into the environment. But that's their job. Your job is to make the world feel complete. Oh—what about the flying vehicle systems?"
"Halfway done. We're testing them now—it shouldn't be long."
"Good. As soon as it's ready, hand it over to the Fourth Division. They'll integrate it into the side quest system."
"Understood."
Takayuki stared at the screen, watching the gradually forming skyline of Night City—and couldn't help but feel mesmerized.
If the original Cyberpunk 2077 had featured something like this... it truly could've gone down as one of the greatest games in history.
Unfortunately, it was sunk by compromises—financial, technical, and political.
But not this time. Not in this world.
Here, that kind of failure would never be allowed to happen.
Everything would be built to perfection—then revealed to the world.
He would show everyone what a true top-tier open-world game was supposed to be.