27. electronic arts.
The unveiling of a new video game is always a positive thing for a company. However, the challenge is that the market space is often limited, and Electronic Arts has a limited budget. Creating a game requires hard and constant work.
First, there's comprehensive game planning and defining its purpose. But don't rush it, as this initial plan can be adjusted and changed during work. The game implementation requires special programming code specific to that game, as well as solving technical issues, optimizing performance, and ensuring the game functions correctly on different platforms and devices.
This encompasses the game's material content. Next comes the art and graphic design of the game, including graphics, animations, visual effects, and sound design. These elements are crucial for creating a visually appealing and immersive experience. Producing high-quality art and sound design can take a lot of time and expertise.
Finally, the game goes through testing on various platforms. It's an exhaustive process of identifying errors and addressing gameplay issues to ensure an enjoyable gaming experience.
Initially, people may not fully grasp the complexity of weaving all these components together for game creation. But that's a summary of everything involved, which can take months of hard work and, in some cases, years.
From music to visual effects, gameplay, story development, and human resources tools, these elements contribute to engaging players in extraordinary stories. It's almost an art that few can comprehend. Since the Atari fiasco in the United States, the gaming industry has been dominated by foreign communities that have taken over the market, with Sega, Nintendo, and Capcom being among the reigning kings. This is where Microsoft's competition with the Xbox Series X arises.
-Good morning, we have a meeting with Mr. Will Wright, - Thomas said.
-Ah, yes, Mr. Wright is expecting you today. Please wait a moment, - the receptionist at the entrance said.
No, this is not the Electronic Arts that you know from the 2010s, but it is a company with great potential. Can Electronic Arts and Nintendo work together? The answer is yes. In 1993, they initiated what people will now recognize as FIFA, one of the best-selling games known for its annual innovation, which was initially known as "FIFA International Soccer."
Will Wright is a doctor with oval glasses and blond hair. He is dressed casually in an 80s style, notable for his black leather belt and shirt tucked into his pants.
-Good morning, gentlemen, - politely greeted Will as he shook hands briefly.
-Good morning, Mr. Wright, - Thomas said.
Hey, will! It's a pleasure! - expressed Billy less formally because someone like Will, who has dedicated themselves to an entertainment industry that doesn't have clear returns in this decade, might face bankruptcy due to a bad season. These are the kind of people who value other universal standards such as passion, creativity, and understanding. They are undoubtedly more appreciated by these entrepreneurs, where formality is learned over the years.
- Ah, pleased to meet you. Please come to my small conference room, - said Mr. Will, leading them into what seemed to be the company's coffee lounge.
-Do you want something to drink? - he asked.
-Coffee would be great, - Thomas said with a smile.
-What do you have? - Billy asked.
-We have coffee, water, and herbal tea, - said Mr. Will.
-Mint, peppermint, and passion fruit flavors, - he added.
-Passion fruit, - Billy responded.
-Well, I received a fax five days ago, and I was surprised that the new sensation contacted Electronic Arts, - said Will.
-As you can see, I'm a sports fan, and I faithfully follow the Slam Dunk series. I find it quite intriguing, - he continued.
-It's a pleasure to know that you're a fan of Slam Dunk, Mr. Wright. We'll send you a small gift box with the company's new trading cards that will be released next month, - diplomatically said Thomas.
-I'm eagerly looking forward to it! Now, tell me, what brings you to this secluded place in San Mateo, California? - he asked while stirring his coffee.
-We hope to collaborate with Electronic Arts to bring one of our works into the world of video games, - Billy said.
-Of course! What kind of game are we talking about? - Mr. Wright asked.
-My son Billy is the official creator of the comics, and he handles the creative part. So, Billy, - Thomas said.
-I want to bring the Samurai Jack or Hellboy series to Electronic Arts. I would like the style to be in a 2D platform like Megaman but with some differences, - Billy explained.
>>Sir, would you like to consider an open-world design, a 2D maze game where the protagonist embarks on quests, exploring hidden levels, and as they navigate the maze, they gain abilities, objects, and clues to complete the game? – Billy said.
-Imagine, Mr. Wright, a game with multiple endings. By incorporating different endings, we would be fostering a new type of gaming community, combining the designs from my comics with the brilliance of Electronic Arts to create an exciting game with many unexplored nuances for players, - Billy exclaimed cheerfully.
-Wait, let me call someone. Hold on to that idea, give me a few minutes, - Will said, rushing out of the improvised boardroom to make a call.
After a few minutes, footsteps could be heard, and four individuals entered the room. There was a small, hunched figure wearing glasses named Alan, a gifted coder and master of skills. There was also a bald man in his forties named Paul Lopez, seemingly the graphic designer of the company, and Richard Garriot, a co-collaborator with Will Wright in game creation and planning.
-Now I believe I can confidently say whether your project is viable for this company, - Will said. - This is Billy, the creator of the series that recently appeared on the shelves under Dark Horse Comics. He wants to bring one of the series into video games."
-Which series, exactly? - Alan asked, taking a sip from his Coca-Cola.
-Samurai Jack and Hellboy, - Billy replied.
-Wow, that's interesting, - Alan said, showing his intrigue.
-Do you know anything about them, Alan? - Paul asked.
-Well, they were released in July, and they have interesting content. There are four of them, and I have three, but it's fascinating - Alan explained.
Will observed the enthusiastic discussion among the team and couldn't help but feel excited. This team is filled with passionate practitioners who love what they do and infuse their work at Electronic Arts with spirit.
-Well, young Billy, you can start from scratch once again. Here, we have a team that is eager to hear your idea, - Will Wright said with a stronger and more confident voice than fifteen minutes ago, radiating energy that everyone in the room could feel. Even Mr. Carsen's posture became a bit more tangled.
- I want to create a 2D game with an open-world concept, utilizing a hidden maze with multiple primary and secondary background stories. Through a unique map with various environments, players will undertake different main missions. As they explore the maze, they will gain special abilities such as a special attack, weapon upgrades, important items, and clues to complete the game. -
>>Using a style like Mega Man and Metroid, the game's mobility will help players acclimate to the gameplay with designs reminiscent of various games. However, I will incorporate my design and art for the game. I already have the story developed aesthetically, and I have some ideas for bosses to be encountered in each different maze environment. - Billy said.
>>We can use dungeons to unlock secondary achievements, which would make the game more extensive or longer. Additionally, involving readers with panels and intervals like an animated series can enhance the content, - explained Billy.
-That's a magnificent story, the way you've described it. But I'd like to know some details about the maze's planning, - Alan asked. - What kind of design are you envisioning? Because in terms of bits, we couldn't create a maze with a lot of detail that would take up 256 Kb of space. Although dividing it would be more feasible, a long maze would require more space for maintenance and code design. -
-But if we organize three well-designed mazes, it could provide us with a longer gameplay time. If we duplicate the code... - Alan suggested.
I stopped understanding the conversation after a certain point. Alan was nearly the code producer, and if he gave the green light, it meant the game was feasible.
-Now, what about the character selection? - Paul Lopez asked.
Well, that's a decision we can make together. For Samurai Jack, we can have different maze environments in different countries. We could have mazes at sea, similar to Mario Bros, and in Egypt, featuring dunes and the Great Wall of China.
- For Hellboy, I was thinking of having the first part of the game set in Hell, and the second part during a post-World War II type of holocaust as a mercenary for the United States,- replied Billy.
- We could start with the game. However, have you discussed any investment for the game's production? - Will asked after having a brief tacit conversation with his supporters.
-We could invest $100,000 for the game's production, and we'll provide the licensing rights for Hellboy or Samurai Jack for free. Billy will assist in developing the graphic materials, and we will handle the marketing through Dark Horse Comics and another media outlet, which will be duly notified. Our fanbase currently consists of 60,000 people in the United States as of October, - said Thomas.
-$100,000, advertising, and licensing for the game's creation...- Will repeated.
-What about future installments? - Will inquired.
-We would remain open to negotiation as long as we can invest and have a share of the profits,- Thomas replied.
-Well, we like your idea. Gentlemen, we'll discuss it with our entire team and will notify you in the coming weeks, - said Will.
-It's a pleasure, and we hope everything goes well, - Thomas said.
The farewell was swift, and the hot day didn't help ease the post-stress of such a competitive negotiation with Electronic Arts. Billy slept the entire way back to San Jose. The waiting time of a few weeks felt like a punch to the stomach.
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