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I Just Want Players to Save Money, They Insist on Giving Me!

Ke Jin transmigrated into an era where gaming was in utter chaos. Everyone here deeply believed in the notion of buying happiness with money, as game companies ran wild with various schemes to trick and force players to spend. As a game enthusiast from his past life, Ke Jin felt like he was in a world without sunlight. Luckily, he obtained the Free Game Production System! Players could get the ultimate reward of the "Complete Collection of All Game Design Schemes" without spending a single cent! Not spending money? How hard could that be? Heap on the benefits! Give away 50 consecutive draws during the summer heatwave! Give away 100 draws on the second day after the server opens! Due to the game reaching 50 daily active users, we are issuing a cool skin set originally priced at 999! The planner's niece just turned 17 years and three months plus 7 days old, so we're giving away 50,000 crystals! My sincerity is almost flooding the players. Surely nobody will spend now, right? Secretary: Mr. Ke, good news! Our newly launched game has just reached over a hundred million in daily transaction volume on its first day! Ke Jin: Huh? How is that good news... No, what about the other game? The one where we give full 100-99 discount vouchers upon starting, isn't its sales terrible? Looking puzzled, the secretary said while anticipating the boss's reaction: They've been shouting things like 'what a conscientious company' and 'if we don't spend, they'll go bankrupt,' so they just topped up. That game sold a whopping one hundred million copies globally. Congratulations on making a billion! "......" At 3:30 a.m., lying in bed, Ke Jin was wide awake, unable to sleep. He posted a status: Please, I beg you, stop spending. You guys are really making it hard for me... Player: Understood, Mr. Ke is hinting life is hard, brothers, let's step up! Charge it!

Chen Tang Resting on the Moon · Urbain
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766 Chs

Chapter 127: Mr. Ke Reviews Troops, The More the Merrier!_2

The upper management's discussed game project outline.

To each employee in the department, the expressed meaning might be different.

Even that is a rather idealized state.

In reality, when working, employees have their own demands, desires, state of mind, psychological gaps, and even talk behind each other's backs, among a series of other issues.

After all, people are not machines; everyone has their own emotions and desires.

Take all these into account.

The mere thought of that picture makes Jia Kuigan's scalp tingle.

Without going too far, just take Netcom's attempt a few years back at developing an online game with a production team of 600 people.

It was assumed that with that number of people, everything could be perfect in five or six months.

But the actual result was.

After five or six months, the project plan had been overturned countless times, and the game was still at the starting blocks.