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Video Game Tycoon in Tokyo-Chapter 926: Adding More Details and Necessary Trade-offs
Chapter 926 - Adding More Details and Necessary Trade-offs
The Assassin's Creed series holds a prominent place in the history of video games.
At its inception, the game's unique artistic style and the cool, stylized assassinations captured the interest of countless players and drove sales.
In this parallel world, the same is true—nobody can resist what looks cool.
However, once Assassin's Creed became an annualized franchise, its essence began to shift subtly.
On one hand, people's tastes began to change. On the other, players gradually developed a tolerance for formulaic open-world games.
By the year 2014 in this world, Takayuki had already pushed the series to its third installment in the Ezio trilogy: Assassin's Creed – Revelations.
In the original version of the game, Revelations was the final title of the classic Assassin's Creed era, after which the series started evolving into what became popularly dubbed the "Barbarian's Creed."
Even as the game slowly diverged from its original style, its sales continued to climb steadily.
Takayuki understood that the core appeal of the game boiled down to a single element:
It wasn't the elegance of the assassins or their flashy personas. It was simply about being cool—pure and simple.
Every new Assassin's Creed title after that strove to outdo its predecessor in terms of spectacle. Ubisoft in the original world seemed to realize that each stylistic approach could remain popular for roughly three titles, after which a shift in style would be necessary to retain interest.
Hence the Victorian-era trilogy of Assassin's Creed III, IV, and V, followed by Origins, Odyssey, and Valhalla, which leaned into RPG mechanics and ancient mythology.
But regardless of the style, Takayuki believed the series needed more than just flashiness.
It needed rich, meaningful side content beyond the main storyline.
In GTA, players could ignore the main plot and still enjoy hours of chaos, races, or heists.
That's what a sandbox game should be—not Ubisoft's repetitive outpost-clearing model that eventually exhausts even the most patient players.
And conveniently, to better prepare for the launch of Cyberpunk 2077, this year's Assassin's Creed: Ezio – Revelations became the perfect testing ground.
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In the original, an aging Ezio continues to fight the Templars while founding a new Assassin Brotherhood in a foreign land.
The game concludes with Ezio finding a lifelong partner and having a child, passing away peacefully in fulfillment.
Takayuki was very satisfied with that ending—a rare complete arc in the Assassin's Creed franchise—and felt no need to embellish it.
However, during the story, he had the team use their first-generation AI NPC system to generate more dynamic side quests.
The goal was to ensure each player's experience would be unique.
Side quests shouldn't just be fetch tasks between two locations—they should carry meaning and purpose.
So in Revelations, Takayuki's company, Gamestar Electronic Entertainment, added numerous side quests that further expanded the series' lore, making the world feel more alive and less like a checklist of chores.
"Boss, take a look at this branching quest tree. An NPC randomly appears in Constantinople or the surrounding countryside, performing different actions depending on the spawn point. The player can choose to help them, solve their immediate problem, and then learn via cutscene how they struggle under oppressive systems. Even small actions like speaking from a distance can lead to different endings. We've modeled over a hundred chaos branches for this NPC alone—enough to give players 200 to 300 unique story outcomes."
In his office, Takayuki was video conferencing with the American development team in charge of Revelations.
They had just received the AI NPC system from HQ and were starting to explore its use.
Initially, they didn't understand it well—they simply replicated what the Japanese team did by applying AI to enemy behavior to enable dynamic difficulty.
But then Takayuki personally introduced a feature called the Chaos Story System, where developers input basic behavioral rules for an NPC, and the system would begin auto-generating stories.
Some stories were absurd, wildly deviating from standard storytelling. These were manually filtered out, while quality narratives were fed back into the system. Over time, the AI learned what worked and started producing better and better side quests.
When the American team realized how it worked, they were stunned.
Previously, writing stories required screenwriters to agonize over every detail. Now, all they had to do was provide a rough outline. The AI would handle the rest, tirelessly generating content for the writers to refine.
"Over 300 unique endings for one quest? Impressive. AI development sure is moving fast."
Seeing that one side quest alone had so many outcomes, Takayuki couldn't help but marvel at the rapid technological progress in this world—especially how AI was starting to be meaningfully integrated into game development.
Even more astonishingly, not only were these AI-generated stories, but even the character voices were synthesized by AI.
Admittedly, it was still far from perfect. The voice acting lacked polish, and character animations were often stiff—clear signs that more refinement was needed.
"Boss, we wanted to train more content, but as you know, our audience is the average player. Their hardware likely won't be able to handle such intense computations, so we're sticking to pre-generated story templates."
"I understand," Takayuki nodded.
The company's current AI is still in its early stages.
It wasn't that they lacked high-end hardware—the problem was that consumer gaming devices couldn't handle live AI-generated storytelling.
A breakthrough in processing hardware would be needed, and that was beyond Takayuki's control.
The best approach for now was to add more detail to the characters surrounding the main cast.
Even if it was just a background NPC wandering the street, if a player chose to follow them for over an hour, their actions wouldn't repeat.
Much longer than that, though, and the player's processor might overheat.
Still, an hour of unique behavior was already a milestone.
"Stick to the current plan. And the game release—still on track for Christmas, right?"
The American team lead thumped his chest proudly. "Absolutely, boss! With all the tools and clear direction you've provided, if we can't deliver on time, we'd be ashamed of ourselves."