In Japan, the popularity of first-person shooter games isn't particularly high; Japan tends to prefer role-playing and action games. Various niches such as rhythm games, GAL games, and others collectively make up Japan's gaming industry.
The real market for first-person shooter games lies outside Japan, with the USA being the largest market, especially.
So when people in the USA saw the advertisement for this latest game at six o'clock in the evening, their eyes were shining.
Age ratings for games are a standard feature in any cultural industry. Those who truly want to play don't care about the ratings, but they still need to be marked.
When Doom appeared in people's view, they had only one feeling: excitement.
The scenes of destroying monsters, annihilating enemies with intense firepower made their blood boil.
They swore this was the coolest video game they had ever seen. Just on the day the trailer was released, there was a surge of hundreds of thousands of posts and entries about Doom on the internet.
People everywhere wanted to gather all the information related to Doom. The official website of Gamestar Entertainment quickly gained traffic, and countless gamers flocked to the site to watch the advertisement repeatedly.
They were deeply impressed by this new first-person gameplay, and industry insiders were also astonished by this new visual representation.
Damn, this is what real 3D gaming should be.
In Tokyo, inside the Surai Electronics headquarters building, a bewildered Takayuki Hayakawa sat alone in the office, watching the latest game trailer, speechless for a moment.
How did he do it?
Damn it!
Why didn't I think games could be made like this?
First-person shooter games?
This is another new category.
This young man kept surprising people time and time again, never ceasing.
This time, the game didn't even need to consider gameplay. Just the scenes shown in the trailer and the immersive feeling made it clear that this was definitely a fun and cool game, and it was cool to the point of exploding.
After a brief moment of shock, he immediately stood up from his seat and headed to the game development studio at the fastest speed.
Arriving at the office area of the studio, he pushed the door open and walked in, noticing that many people were gathered around a TV watching a game trailer.
That game trailer was the Doom game trailer.
They and Takayuki Hayakawa almost saw this game trailer at the same time.
And they had already played it several times in a row, feeling like they couldn't get enough of just watching the trailer.
They were game developers, but also a group of people who loved games relatively.
When Takayuki Hayakawa reorganized the team, he believed that game developers must have a passion for games as a prerequisite.
So when they saw this game trailer, they all wanted to play it immediately.
Although playing a competitor's game might diminish their prestige, they had to admit that the games developed by Gamestar Entertainment were really fun!
"Did you all see this trailer too?"
Takayuki Hayakawa walked up behind these people and spoke.
Everyone immediately snapped out of it, hurriedly stood up, and looked nervous, ready to get back to work.
"Wait, let's have an impromptu meeting here. I want to ask you, is it difficult to develop a game like this?"
"Well... we're not sure, because this is a new genre, and we need to study the logic of development. It would be best if we could get the Doom game and study their code."
"Studying the code..."
This was the most effective method.
But it would be quite passive, meaning Gamestar Entertainment would develop even more advanced games ahead of them.
At this point, a senior game developer raised his hand and said, "Director, I think studying the gameplay of this game is actually secondary. What's really hair-raising is that the capacity of this game is probably very large, and the code will be much more extensive than we imagine. So even if we are familiar with the whole process, the manpower and resources needed to develop this game will be considerable!"
"Considerable? We've developed 3D games before. With our current team, can't we develop it?"
"Yes, Gamestar Entertainment expanded its manpower before, probably for this reason."
Now Gamestar Entertainment had ten game development teams, plus occasional temporary game development project employees, totaling over a thousand people.
The biggest drawback of having so many people was, of course, the increase in labor costs.
And the biggest advantage was, of course, that the speed of game development coding would be very rapid.
Their two game development teams at Surai Electronics each still had around fifty people.
It wasn't that Takayuki Hayakawa didn't want to increase manpower, but unlike Takayuki, who had independent decision-making authority, he was restricted by the shareholders of Surai Electronics. Unless he achieved outstanding results, he couldn't easily increase the number of employees.
After seriously considering for a moment, Takayuki Hayakawa made a decision: "According to the game's release date on this trailer, we have four months left. Within these four months, we'll try to get all the current game development projects done, but the quality of the game is still the top priority. Any problems?"
He surveyed the room and noticed some people looking troubled; they probably foresaw that there would be a long period of continuous overtime ahead.
This was quite a painful process.
But Takayuki Hayakawa never skimped on overtime pay. With his position, this was something he could guarantee to his employees.
The heads of the two development teams nodded reluctantly. "Okay, we understand. We'll do our best from now on."
Takayuki Hayakawa bowed slightly to everyone. "Thank you for your cooperation. I hope everyone can work together to create greater value."
Treating employees with enough respect and being humble and courteous, Takayuki Hayakawa had always been very good at leadership, and he had a good relationship with people. Faced with Takayuki Hayakawa's request, they naturally had no reason to refuse.