Video Game Tycoon in Tokyo-Chapter 938: The Future Direction
Chapter 938 - The Future Direction
Takayuki ultimately chose the most expensive processor option.
However, that was just an initial decision. The bidding would continue, and the three shortlisted companies would still need to provide their processors for hardware design testing.
While the submitted specs and data were already detailed, actual implementation would surely raise unforeseen issues. How each supplier supported the engineering process would be key.
Takayuki didn't want a subpar chip supplier to drag down the project.
That said, his overall strategy of accepting short-term losses on the console and making it up through software sales remained unchanged.
Takayuki still preferred to see players happily buying a high-performance console at a reasonable price—and then willingly spending more on great games.
By the second half of 2014, construction on Gamestar Land, located in Tokyo, was progressing smoothly.
Thanks to the full support of the Japanese government, there had been zero resistance—logistical resources and government coordination were all on track.
The Tokyo municipal government even set up a dedicated task force to coordinate with the construction teams and proactively help Gamestar Electronic Entertainment solve any issues—so the company hardly needed to worry about anything on the ground.
As a result, in under a year, Phase 1 of Gamestar Land had already completed its foundation work.
If things continued at this pace, the park could open at least one venue before the 2016 Olympics.
Gamestar had even reached an agreement with the Japanese Prime Minister's office: Tokyo's Olympic launch promo would be filmed in Gamestar Land, with the Prime Minister appearing in the iconic Mario costume at the Rio Olympics, announcing Tokyo as the next host for 2020.
Takayuki would occasionally drop by the site to check progress.
This was the biggest project he had ever led in his life.
And if it launched successfully, Tokyo hoped to host more Gamestar park developments.
Clearly, certain people in Tokyo's government were already planning their own political futures—hoping that partnerships with Gamestar could pave the way for higher positions or new ventures.
Some even dreamed of taking Gamestar Land global, building parks in major cities worldwide.
Of course, it was all just ambition for now—whether the park would even be profitable was still uncertain.
Without Gamestar's deep financial reserves, even with full government backing, Phase 1 couldn't have been completed this quickly.
Money really did make things easier.
At the end of 2014, Takayuki launched a new round of game development planning.
GTA: San Andreas had become a classic open-world title by then.
It set the benchmark for sandbox games—enough so that even copycat games using similar formats could still sell well.
Now, Takayuki began planning a new entry.
With Gamestar's AI system more mature than ever, this next GTA title would serve as the testbed for AI 2.0.
The AI in Assassin's Creed: Revelations was solid—but still not perfect. There were still immersion-breaking moments.
More iterations were needed. Takayuki knew perfection couldn't be achieved in one leap.
Each test built toward the final goal: a flawless implementation in Cyberpunk 2077.
Thus, the project for GTA: Liberty City Chronicles was launched, with a planned three-year development cycle—timed to coincide with the next-gen console's release.
The game would be the console's flagship launch title.
Six months later, a new Legend of Zelda title would follow.
"This San Andreas entry is another experiment in new tech. We're going to take all the technologies researched during Cyberpunk 2077's development and give them a full showcase."
At Gamestar's second-half planning conference, Takayuki publicly outlined the direction of the upcoming projects.
San Andreas and the new Zelda title were both unveiled.
The Zelda game would be a smaller-scale title—The Wind Waker—entrusted to a new team for training. Twenty veteran developers would assist to guide them into the right development rhythm.
The goal wasn't speed—it was innovation. They would continue exploring AI applications, and if things went well, they could even develop Skyward Sword afterward.
But the flagship title over the next three years would be GTA: Liberty City Chronicles.
The main development would be handled by the U.S. team, with a Japanese team assisting.
The project would involve around 2,000 developers.
With a clear direction and three years to work, building a new Liberty City game was entirely achievable.
At the U.S. office, several young developers were visibly excited during the joint meeting with the Japanese team.
"Peter King, the project's yours in the U.S. I'm counting on you all to make something outstanding," Takayuki said.
He presented the game's design framework and main storyline—just the framework alone had people buzzing with excitement. As expected from something personally planned by the company president.
At this point, though, people were so used to praising Takayuki that it almost felt redundant.
"Yes, sir! We'll work hard and won't let you down!" Peter King replied excitedly.
Peter was only 23 years old.
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Being placed in charge of GTA development at that age wasn't without reason.
He had earned Takayuki's recognition through something that had stunned him.
Just six months earlier, Peter had still been a regular university student.
Just like any other student, he loved video games.
But he had another hobby too—he liked to dig into open-source games, creating new things from them.