Game Director from Hell
Chapter 106: Mods (1)

“Demon’s Relic” is the latest demo version from a large AAA game development company.

Remarkably, without extravagant marketing, its reputation had already spread through word of mouth and reviews, ensuring impressive sales figures.

Carrying this background, Demon’s Relic made its debut in the world, causing a significant impact.

“Wow! Super cute!!!”

The one who initiated the streaming was Minami Yuka.

Following her conversation with Yeonho at G-Star, she eagerly awaited the game’s launch and, on the first day, started playing. Leveraging her developed broadcasting skills, she began sharing live gameplay and G-Star anecdotes.

“The booth featured not only professional Japanese cosplayers but also muscular staff resembling martial artists. There was even a Rewind fan among them who admired Yeonho’s appearance.”

Beyond these details, Minami Yuka’s gameplay itself was intriguing for viewers.

“Look here! An Easter egg!”

Having experienced the demo version at G-Star, she smoothly progressed through the game. It felt like watching a strategy guide, and the highlight was the introduction of various special gimmicks.

“Hehe, even if it’s a joke, you shouldn’t do that.”

“Andras is so cool, super dangerous! That’s why I love it!”

Regarding the embarrassing spectacle of a former idol giggling at the monitor’s female character, it was more pitiful than anything.

However, the real focus was on the viewers’ reactions.

“Why does the impact feel so good?”

“Right? Especially the physical attacks! The physical impact is incredible!”

Impact.

Demon’s Relic, primarily a game cantered around combat, had an unprecedented commitment to impact, especially in physical attacks. The rhythm, sound, and recoil of physical attacks using various weapons or fists were reminiscent of professional fighting games.

Viewers were astonished.

They couldn’t fathom that the directors had physically battled each other to achieve those scenes. Knowing that the game directors were involved in physical labour was still too much for the world to comprehend.

Setting aside such gossip, the results spoke for themselves.

“That’s it for now! Aside from the characters, the story hasn’t been fully implemented! Oh, and a webtoon has been released. Can someone translate it into Japanese? Please!”

The game was captivating. More precisely, the characters layered on top of a plausible system were what sparked interest. It was a free demo game that anyone who enjoyed subcultures had no reason not to try. With high quality and additional elements like a webtoon, users had every reason to play the game.

Except for Japan, where it was a massive success, the game received praise in Korea as well. Although the talk didn’t focus on gameplay, there were commendable aspects like a standard system, plausible controls, and excellent impact.

But there were many other games that were even better than Demon’s Relic.

Demon’s Relic, as witnessed by Yeonho in his previous life, succeeded by pushing forward with just one characteristic. Unexpectedly, another characteristic of package-style girl games emerged.

“One More King: Achievement Unlocked, All Clear (Achievement Window Screenshot) Train ‘Perfect’ Now Yandras LOL”

The achievement system.

The end content called the Omega of package games stirred users’ spirits.

Now, a month later, in 2016, external changes occurred.

“One More King: The webtoon is well-drawn… So when is the release?”

The roadmap was already clear, indicating when various content would be added with the end of G-Star. The timing of various sub-content was an interesting topic, but what captured the most attention of game-playing users was the schedule for the second demo version update.

“Is this right? Do we have to wait another six months to get a new character…? For real…?”

Users who had already devoured all the content of the first demo version began to feel hungry. The reactions Yeonho truly desired finally emerged.

“Lord of Bangbaedong: Del Fan Comic Imported from Japan”

The second fan-created wave was forming, solid and deep.

Demon’s Relic was sailing smoothly. The anticipated second market of fan creations was taking shape, laying the foundation by unveiling the game’s setting and introducing new character hooks.

Now, the only thing on my mind is one thing.

Identity.

And…

“Senior, how about taking a break?”

Development was stuck.

Anxiety played a huge part in it.

It’s a fear of an uncertain future, especially when it’s a gamble based on a few clues.

My anxiety isn’t much different.

Everything was going smoothly.

The art team had not selected any models contrary to my intentions, programming had no fatal bugs, and QA results were good. Even Jo Ayoon’s sound work was progressing reasonably well.

Still, I felt uneasy.

The feeling that something was missing in the realm of intuition didn’t fade away.

There must be a way to improve. But with that strange certainty lingering, one day, I found myself continuing meaningless modifications.

“Sunabe, how about taking a break?”

Han Seorim repeated.

“Huh.. why of a sudden…?”

“Is there a problem ?”

She handed me coffee as she spoke.

When I looked up, Han Seorim was smiling.

It wasn’t hard for me to understand when it was being pointed out to me. Wither it be intentionally or unintentionally.

“Doesn’t this situation feel familiar? Meaningless modifications, the truth of the situation was that I was in a slump, and it was effecting the production team as well.”

A change of perspectives was required.

It was a situation where I was receiving the same words I often said to Han Seorim.

“Skip the rambling about immersion…?”

I couldn’t help but let out a bitter laugh.

It was a fact I had to admit.

“Was I too immersed?”

It felt stifling, as if the air had gotten stale.

And it wasn’t just me. People aren’t machines. It’s not just a matter of physical fatigue, but mental exhaustion as well. If you cling to the same thing for over a year, it inevitably leads to a certain mannerism about it. In other words, compromise.

I could implement any aspect of the material for this game in any form, saying, “This much is enough.”

Such a sentiment might be prevalent throughout the entire development team.

Once I grasped this, everything became easier.

“…Let’s take a break for a while.”

I decided to take a break. Just one week should suffice.

As I said this, the faces of the entire development team brightened.

I announced a temporary leave and returned to my hometown.

I felt uneasy staying there, as if I would end up going to work without overcoming that unease.

“I’m back.”

“Yeonho? What brings you here, not even during the holidays?”

“That’s exactly why I’m here.”

The home I returned to was warm.

My mother greeted me warmly as always, and my father, who wasn’t a fan of baseball during the off-season, had a smile as bright as the sun. It felt quite unfamiliar. Although it must have been a scene I had seen all my life, feeling it was unfamiliar meant it was tied to an Identity.

“Yeonho, is the game development going well?”

“Yes, it’s going smoothly.”

“Your father’s subordinate at work asked for your autograph, saying he likes your game.”

“It’s not difficult. Just a moment.”

I took out a piece of paper and signed it. Back in my room, everything was just as I left it. It was neatly arranged to be comfortable no matter when I returned. Sᴇaʀᴄh thᴇ ɴøᴠel Fɪre.nᴇt website on Gøøglᴇ to access chapters of nøvels early and in the highest quality.

Seeing the game packages, treated like treasures and organized by colour by my mother, made me chuckle.

I lay down on the bed.

Staring absentmindedly at the game packages filling one side of the bookshelf, I discovered one of my old favorite games.

“Should I try…?”

Come to think of it, since diving into the development of Identity, I had almost completely stopped playing other games.

Suddenly, an urge pulled me.

It had been about two days since then. I had an amazing experience.

“It’s fun.”

The game was fun.

Despite the incredibly simplistic graphics and terrible usability, it was fun. I just thought, without any analysis, “It’s fun.” I’m not sure how else to express that emotion.

One thing was certain; during the game, I remembered myself from the time when I played games for the sheer joy of it. It was heartwarming to realize that I was enjoying the game in a pure way, just like back then.

How difficult it is to explain the nature of fun when your knowledge and discernment increase, forming a habit of ‘evaluating’ games.

It’s like an extension of ‘if your hobby becomes your job, you’ll end up hating it.’

It becomes difficult to feel moved. I want to do something. In other words, the analytical understanding of the essence of fun in humans is impossible.

In directing, it was the same. Since I could only express fun through intentional approaches like ‘using this element for this purpose,’ maybe that was the cause of my slump. It was a moment of realization, a feeling of having pierced through something.

I found flaws in Identity that I had considered perfect until then. It was like looking at a brick house up close, finding it beautiful, but from a distance, it seemed monotonous.

“Too plain.”

Progressing through the main story, unlocking content, building the village after the ending, or continuing adventures with mercenary missions.

The structure was simple. Too simple, and I didn’t feel the same excitement as I did with the games I played now.

“Is there nothing else?”

It was an area of complete emotion. Suddenly, comparing Identity to these thoughts, it felt boring.

The thirst wasn’t quenched.

Thinking of myself as a user playing Identity, I wanted to do more. My thoughts branched out in various directions, presenting numerous possibilities. “What if I leave only the core of the game and overturn everything?” I realized one thing.

“…Ah.”

This game is vanilla.

It can be anything someone wants it to be or nothing at all.

If one unleashes their imagination based on this core, it could become any game someone desires.

I found the words to define it.

“Mods.”

User-created content, allowing the reset of the game’s map and rules.

It was possible.

“Implementing content in various ways. If I allow modifications to some sources….”

Identity could become a game highly friendly to mods.

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