Video Game Tycoon in Tokyo-Chapter 931: This is a Different Kind of Canned Game
Chapter 931 - This is a Different Kind of Canned Game
That employee from Suri Electronics had no idea how long he'd been playing. It felt as if the content in the game would never end.
Every character had their own story, and in all the time he'd been playing, he had hardly come across any repeated content.
Some were simple fetch quests, which could be a bit dull. But even during those, he would often stumble upon other side events.It felt like countless stories were unfolding along the way.
He spent the entire evening immersed in it.
At least he had the sense to sleep eventually, so by midnight, he reluctantly shut down his computer.
Only then did his computer's high CPU usage finally begin to drop, and the fans started to slow.
It had truly been an extraordinary experience.
...
Many games he'd played before hadn't left him with this kind of feeling. Games like Civilization would suck up time by constantly making you want to go "just one more turn," seemingly never-ending.
But Assassin's Creed—with the new content in this latest release—felt different.
This time, he genuinely felt like he was living in 16th-century Europe. The atmosphere, the people, the customs—it was all so vividly detailed.
So much so that it didn't feel like just a game anymore.
And more importantly, it was fun.
Video games offer the unique satisfaction of directly seeing the return on your time and effort. In this Assassin's Creed, if you went out of your way to help NPCs, they'd occasionally reward you with strange and unique items.
And those items sometimes turned out to be surprisingly useful in certain situations.
Even better was the storytelling. Every character felt full of life.
Sure, the voice acting and animations still felt a bit stiff—immersion-breaking at times—but the storytelling had improved drastically.
When he finally turned off the game and lay in bed, he couldn't sleep.
From a player's perspective, this kind of game could draw you in so subtly that you'd fall in love without realizing it.
And what fascinated him further was how the side content felt so random and alive.
He'd even experienced a game crash due to a program conflict. But when he restarted, he noticed that a side story involving an NPC hadn't saved properly, and the progression had reset by about 5–6 minutes.
Yet when he replayed that portion, the story had branched in a completely different direction.
Previously, he'd been fighting a group of bandits. But this time, someone else had taken them out before he arrived. Curious, he tracked down the mysterious warrior, fought and defeated him in honorable combat, and eventually convinced him to join the Assassin Brotherhood.
The entire experience was complete and natural. From a gamer's perspective, it was incredibly fun. From a developer's perspective, it was mind-blowing.
How was it possible to fit this much dynamic content into a single game?
It wasn't mindless filler either—each element was genuinely interesting.
Could the game really be composed of countless randomized content fragments woven together?
He couldn't imagine the scope of the workload that would require.
How was it even done?
He had to play more.
Quietly getting up so as not to wake his wife, he slipped back into the study and turned the computer back on to continue playing Assassin's Creed: Revelations.
...
The next morning, he arrived at the office looking exhausted. He'd ended up playing until around 5 a.m.
He wanted to keep going—there was simply too much to do.
Fishing, collecting curiosities, bumping into strange characters—it was endless.
But his body couldn't keep up. He was in his forties after all, no longer as resilient as he used to be.
"Hey, what happened to you? Don't tell me you were out drinking all night."
Someone noticed his haggard appearance and teased him.
"We get it, really. After all the pressure lately, it's about time we unwind a bit."
"Yeah, I was out until 2 a.m. at this izakaya—one of the hostesses was amazing."
"Oh? Give me the recommendation—I'll treat you next time."
"Sure thing. It's just near..."
They soon forgot about the tired colleague and continued chatting.
Listening to them talk about drinks and karaoke, he lifted his head and asked, "Didn't any of you play Assassin's Creed: Revelations last night?"
"Huh? Assassin's Creed? That canned formula game? I don't need to play it to know exactly what's in it."
"Exactly. I'd rather spend my time drinking and singing than grinding through that."
The weary employee said, "But didn't the manager say—oh no! I forgot to write the gameplay report!"
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"Relax. The manager was out drinking too. He won't be chasing us for that just yet. Wait... don't tell me... you actually played Assassin's Creed: Revelations?"
He nodded. "Yeah, I really did."
They all turned to look at him, puzzled.
Their expressions seemed to say: Are you okay? What's there to play in that game?
If he had poured his energy into Zelda: Breath of the Wild, GTA, or some other well-regarded game, they'd get it.
Those games were classics with plenty to learn from.
But Assassin's Creed? That formulaic series? Play one or two entries and you've basically seen it all.
Was he seriously replaying the same mindless outpost-takeover missions and meaningless item collection loops?
"You're not serious. You didn't lose sleep playing that, did you?"
"I did. And believe me, this one is different. It's not the same old canned game we remember."
The tired employee said this with complete sincerity.