To ascend, I had no choice but to create games

Chapter 303: 195 New DLC_1



Chapter 303: 195 Chapter New DLC_1

The “Heavenly Demon” ninth cycle event has ended, and related events have been recorded on Wikipedia as a game event etched in history.

What the gamers saw was a legendary and inspirational story, where a broadcaster who was doubted by many ultimately turned the tables with his own power, creating a tale of never giving up in the face of adversity that stirred the blood and added much to talk about.

However, to game developers, the focus of this case should be the marketing techniques used throughout the process.

Using Easter eggs for marketing had been done before, but most of them were harmless Easter eggs that had almost no impact on the game’s progress.

But Fang Cheng Studio was different.

The use of Easter eggs was particularly bold; it felt as if the game was made entirely on the basis of Easter eggs. This approach of making Easter eggs the core selling point was very risky, and the only reason they hadn’t crashed was that their early gaming experience was exceptionally well crafted.

Some low-cost gaming companies were ready to try out similar methods. Most of these companies produced text-based games, with the savings in art costs allowing them to experiment with these marketing techniques.

A failure mattered little, while success would become a topic that could enjoy the benefits of traffic from buzz for a long time.

Besides, the “ninth cycle” event had another impact.

That was the onset of interactions between some domestic gamers and international gamers.

Out of curiosity, some international gamers began to seek out other games from Fang Cheng Studio, and inevitably during this search, “Game Inn” came into play, fostering exchanges between both sides.

Some headed to international gaming forums to read guides, while some international players delved into the Chinese scene and were surprised to find quite a few good games from Huaxia.

Although there were disputes, such as continuous arguments about which game was “First Under Heaven”, the arguments eventually led people to discover many good games and also fully highlighted the vastly different gaming preferences across regions.

Fang Cheng also got his hands on quite a few games during this time.

Games that were widely discussed inevitably had their unique features; some might have pioneering achievements in certain aspects, while others might have cultivated a deep moat in their domain after working on it for a long time.

So, he decided to set aside his identity as a game developer and once again adopt the perspective of a player to rediscover the fun of games.

However, what should have been a light-hearted gaming journey left Fang Cheng increasingly puzzled instead.

“Why am I being condemned by everyone when I put up a gold fence in my own farm field?”

If obtaining gold in this game were difficult, that would be one thing, but gold was so easily found in the mines. Are you accusing me of showing off just because of a fifteen-minute labor’s fruit?

In another game, farming could yield a wife, but shouldn’t someone’s initial reaction to a girl popping out of the ground be to call the police rather than thanking Mother Nature?

An international hit game’s sequel was even more bizarre; why should I forgive her for killing my foster father, and why can’t I refuse to forgive?

Fang Cheng initially felt quite confident, believing he had made progress recently, but after actually playing the games, he felt as if he could not understand them at all.

After playing for a while, Fang Cheng couldn’t help but remark, “The gaming industry really is profound and extensive.”

The success of “Heavenly Demon” also caught the attention of many domestic game developers.

The game’s sales could well be described as miraculous recently, the massive numbers making them very envious.

Suddenly, strange games like “Earth Demon,” “Big Demon,” and “Heavenly Demon” mushroomed after the rain, revealing to Fang Cheng that domestic game developers indeed had a knack for naming.

Unfortunately, their talent was confined to naming only.

Most of the games were subpar cloned games, some even blatantly had “Fang Cheng Studio” written on the publisher’s logo, taking shameless imitation to the extreme.

Fang Cheng didn’t bother with these copycats, casually leaving them to Xu Qingling for practice.

Although more than a month had passed, with various news keeping it alive, the buzz around “Heavenly Demon” didn’t cool down; instead, it grew more intense, eventually becoming one of Huaxia’s representative games overseas.

Just when everyone thought Fang Cheng Studio would strike while the iron was hot and release “Heavenly Demon 2,” they announced something else: “Space Navigator” was getting a DLC.

This news puzzled some people.

But others realized that there had been signs of this development.

A few days earlier, with the help of players, the Heavenly Tao network breached by the God of Lies had finally been repaired, and the time for a counteroffensive had finally arrived.

The God of Lies, having been terrified by Fang Cheng’s reversal of time and space through Great Divine Power, had completely sunk into the Shadows and dared not emerge, even afraid to reclaim the Demonic Qi it had brought.

Under the players’ various creative plans and with the assistance of Plague Chicken, a breakthrough in technology finally occurred within the Heavenly Tao network. Drones could now pass through the siege of the Shadows to the world beyond using a “slip rail” mechanism.

Players might not understand the principle of the slip rail, which utilized quantum tunneling technology, but they knew one thing:

This was a teaser for the DLC!


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