Ch.3

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The current gaming industry environment is quite similar to the situation in Losmemy's previous life over the past ten years. Games like Final Fantasy, CS, and DOTA are popular, although their names and packaging have changed. Mobile games have notably improved due to faster hardware development.

"This makes things clear. I just need to spend money on templates and art resources from the resource station, exhaust the 50,000 funds, create a game that no one plays or buys, and two weeks later, it's a complete loss. Perfect!"

With a firm decision, Losmemy began searching for the templates he wanted on the resource station.

"Basic driving simulation template, 20,000, comes with a set of vehicle interior and exterior textures."

"Scene template, highway template, 15,000. If dynamic environmental changes are needed, an additional 8,000. Total: 23,000."

"A bit expensive, but I want it expensive!"

"Remaining a bit of money."

"Radio music, 300 songs, choose 50 or let the system randomly play from the library, 6,000."

"Still have 1,000 left, hmm... buy a simple leaderboard function; can't afford anything else."

After some consideration, Losmemy went on a spree of orders on the resource station, quickly spending the entire 50,000. These resources, to be honest, weren't expensive.

For instance, the driving simulation template, once set up in the game editor, could provide the basic functions of a driving simulation game – throttle, brake, turning, collisions, and more.

The highway scene, with the ability to adjust the road length freely in the editor, introduced random changes in the scene during gameplay. With the added dynamic environmental simulation feature, changes like sunrise, sunset, and sandstorms could occur.

As these were universal templates, many independent game developers would purchase and use them. Some developers might replace standard art resources to avoid similarity with other games, but that would increase costs.

Losmemy didn't care about that.

Similar? That's fine! After all, I'm here to lose money. If players avoid the game because of its resemblance to others, that's exactly what I want!

Losmemy started creating the game.

Even though the goal was to incur losses, the game still had to pass Xteam's review and successfully to go.

If it was a semi-finished product with severe deficiencies, it wouldn't pass Xteam's review, and the system might consider Losmemy in violation.

So, even if the game was trash, basic functions needed to be complete.

Dragging the basic template into the editor and adding the scene template, the game's framework was established. Players could drive on the highway in the game.

However, the purchased resources shouldn't go to waste.

Losmemy added a radio function to the vehicles, allowing players to listen to random music while driving.

These were mostly niche or traditional classic songs, as Losmemy couldn't afford the rights to current hit songs.

Now, a crucial question arose.

What would be the core gameplay of this game?

Losmemy didn't know.

Racing?

Don't be ridiculous; there's no money for that.

With only one basic template, one set of vehicle textures, and one scene, there was no budget for complex racetracks, beautiful cars, or the related programming for racing gameplay.

How could I create gameplay without enough funds?

Losmemy slapped his forehead and got an idea.

The core gameplay of the game would be simple – just driving!

From the starting point to the endpoint, and that's it!

But that wasn't enough; all the assets were pieced together from universal resources, lacking any innovative gameplay. It would likely be challenging to pass the review.

Some modifications were necessary to ensure the game's approval, but these changes shouldn't be too outstanding. The game needed to lose money and have no players!

Losmemy thought for a moment and decided to extend the highway scene infinitely.

Stretch it to a total game duration of 6 hours!

Yes, players would need to drive for 6 hours to reach the endpoint, and during this time, the highway would turn at regular intervals.

Pressing a single button to complete the game? Impossible!!!

This way, the gameplay would differ from typical driving simulation games on the market, hopefully ensuring approval.

And this boring gameplay would surely make players criticize it. If this game managed to make money, that would be strange!

Losmemy was excited, feeling like a genius.

Finally, he added a very rudimentary game completion interface, displaying just one line: "Congratulations, you successfully wasted 6 precious hours of your life!"

Even if someone managed to complete it, it would infuriate them enough to never play my company's games again!

The purchased leaderboard function couldn't go to waste either. Losmemy created a "Time Wasting Leaderboard," tracking players' "completion times" and "effective game time."

The leaderboard was useless, just a way to incorporate the functions he paid for.

Swiftly, he finished everything.

All these functionalities fell into the basic category of the editor's supported features. Simple drag-and-drop and parameter changes were enough, and it took less than a day to learn the editor, buy resources, and create the game.

"This boring game is a sure loss!"

Losmemy finished the game and tested it on his computer.

After playing for 10 minutes, he almost vomited.

It was just driving, driving, and more driving – so boring!

Losmemy was satisfied and immediately released the game.

Game title: "Lonely Journey."

Game description: "On a highway, drive for several hours in solitude, and gain some reflections on life."

Next was pricing.

Losmemy set the game's price at 1 dollar .

He didn't want it too high; in case a few fools actually bought it, he would end up losing less money!

A low price ensured that even if a few players bought it, it wouldn't significantly impact Losmemy's losses.

Once everything was set, Losmemy uploaded the game, awaiting its review and automatic placement on the Xteam gaming platform.

This process usually took a few hours to one or two days.

The Xteam platform's recommendation system operated automatically, adjusting based on data changes for newly released games. Unless there was malicious manipulation of rankings, administrators wouldn't intervene.

Losmemy wasn't worried at all.

With this trashy game, it would likely go unnoticed, quickly closing down after being put on sale. In two weeks, the 50,000 would be in his hands, and everything would be perfect!

Losmemy closed his laptop, feeling a sense of contentment and happiness.

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