Video Game Tycoon in Tokyo-Chapter 930: Is It Really This Real?
Chapter 930 - Is It Really This Real?
"Canned game" might not be the most flattering term, but it's certainly a vivid metaphor.
Still, just because a game is called that doesn't mean it's not fun to play.
At least within a certain timeframe, these kinds of formulaic "canned" games can be quite engaging for players.
That said, one of the biggest taboos in this type of game is having too many collectible items or too many repetitive stronghold takeovers.
At first, players may find unlocking territories or collecting items fresh and exciting—but once the quantity hits a certain threshold, the experience turns into a chore.
Such content is easy to create but grows painful to play the further the game progresses.
It's especially rough for players with obsessive tendencies. For them, playing games like this can feel more like suffering than entertainment.
This employee at Surei Electronics had mentally prepared himself to climb a bunch of towers and unlock massive portions of the map, followed by mindless stronghold takeovers.
But once he entered the city, he noticed there were only two unlock points for the entire map. It took him hardly any time at all to reveal the entire area.
...
Wait... something's off. This isn't like the Assassin's Creed he remembered.
In previous games, unlocking the full map usually required scaling dozens of towers scattered across a giant landscape. This time, there were only two.
It actually left him feeling a bit... unsatisfied.
But then he looked at the map and saw 30 or 40 strongholds waiting to be conquered. Yep, this was the flavor he remembered.
Apparently, the minimal map unlocking was just a way to ease players in—before dumping the full grind on them.
Coincidentally, this Surei employee was a textbook case of obsessive-compulsive disorder.
Any time he saw an unchecked collectible or uncleared area on the map, it made him uneasy.
And yet, this content was so dull that he didn't want to do it—talk about internal conflict.
Still, he decided to power through and try to clear as many strongholds as he could tonight.
He ignored the main story and headed straight for the nearest stronghold.
This one was a defensive-type mission.
Players had to build up defenses like in a tower defense game and hold off waves of Templar enemies until the timer ran out. Once completed, the stronghold was considered captured.
It took him about three or four minutes to complete—and it wasn't particularly difficult.
"Huh. Easier than I expected."
He felt underwhelmed. If all strongholds were this boring, he was going to fall asleep mid-game.
But what could he do? His OCD wouldn't let him leave it unfinished.So, on to the next one...
"Ah, excuse me."
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Suddenly, a random beggar NPC bumped into Ezio.
Ezio glanced back, not thinking much of it—but then he realized his money had been stolen.
"Wait, what? My money got stolen?"
The employee's interest perked up.
So there's more to this than just strongholds? That's something, at least. Definitely more engaging than endless map clearing.
He immediately had Ezio chase down the thief.
Thanks to Ezio's agility, he caught the pickpocket quickly.
Ezio threatened the thief to give the money back.
The employee did notice the voice acting here felt slightly off—different from the main story's polish—but it wasn't a big deal.
"Help! Help! I'm being robbed!"
Instead of panicking, the thief started screaming and trying to escape.
Without hesitation, the employee had Ezio punch the man unconscious and retrieve his stolen money.
It was just a random in-game event—he didn't think much of it.
He got his money back and continued on toward the next stronghold.
But on the way, he started noticing some nearby NPCs pointing and whispering at him.
He could even vaguely hear them calling him a thief, saying he robbed someone.
That struck a nerve.
He walked over to one of the NPCs, intending to see if he could interact. Though honestly, he assumed the game was just triggering canned reactions from background characters.
Still... it was a nice touch. Made the world feel more alive. He couldn't help but wonder how Gamestar Electronic Entertainment pulled it off.
He walked Ezio up to the random NPC, purely out of curiosity.
And then something totally unexpected happened.
Ezio spoke to the NPC: "Got something to say?"
"N-No, sir! I didn't mean anything by it!"
The NPC bolted in fear, not daring to meet Ezio's gaze.
"...Whoa. That was really realistic."
The Surei employee was stunned.
At the same time, he noticed his PC's GPU and CPU fans whirring like crazy.
His rig was top-of-the-line for the time—most games barely made it break a sweat.
But this game? It was pushing his system to the max.
He tabbed out and checked the performance stats.
CPU and GPU usage: both above 90%. All cores on the processor were fully utilized—practically running at max capacity.
Usually, games are GPU-intensive. CPUs might use one or two cores max.
But this game? It was eating up his processor like no tomorrow.
That was... unusual.
Curious, he went back to the game. The NPC he'd just interacted with was now at the far end of an alleyway.
Feeling intrigued, he followed the man.
Suddenly, the NPC realized he was being followed. He broke into a sprint, screaming in panic:
"Don't chase me! Please! I'm sorry, sir! I shouldn't have said anything!"
The Surei employee stood there, stunned, watching the NPC flee in terror.
That reaction... was this a dynamically triggered side quest?
It all felt so real—like something that could actually happen.
This real? Seriously?