The conference room buzzed with the faint hum of machinery and the occasional clack of keyboards as the team gathered for another meeting on our latest game development. I leaned back in my chair, glancing around the table, fingers drumming softly on the armrest. The focus of today's meeting? Strategy. Specifically, the gameplay mechanics that would keep our players engaged and, more importantly, paying.
"So," Edith began, pushing up her glasses, "I've been doing some research, and one thing that's really frustrating players these days is how every game seems to be monetising everything. Instead of advancing through missions or unlocking the next chapter based on skill, you must pay to upgrade gear or add reinforcements. It's turning people off, especially in games with heavy storylines."
I shot her a glance. "That's how these companies pay wages, Edith. Monetisation keeps the lights on." I knew she wasn't wrong, but we couldn't ignore the industry's economics.
Ken, one of the writers, piped up, rubbing the bridge of his nose. "It's hard to develop sub-storylines as exciting as the main plot. You want tension, but you don't want the players to feel like they're being stalled. It's tricky to balance."
"That's why we have a research team, Ken," I snapped, trying to keep the frustration out of my voice. "You're not writing in a vacuum. Read more gamified or fantasy-based adventure books, play more games, and do homework. I can't fucking spoon-feed the lot of you."
The room went still for a beat, a couple of team members shifting uncomfortably in their seats.
Baxtor, another one of the writers, cracked a smile, clearly trying to lighten the mood. "Hey, at least the girls these days are dropping serious cash on those AI boyfriends. That's an untapped market right there."
I rolled my eyes, ready to move on, when Edith raised her hand sheepishly. "Guilty."
My eyebrow quirked. "Wait, what? You're spending money on that crap? Explain the game mechanics to me."
Edith sat up straighter, a blush already creeping up her cheeks. "Okay, so there's this futuristic game, right? The main character's a badass trying to save the world from an impending doom, typical hero arc. Along the way, she stumbles upon these gorgeous, ovary-exploding, handsome men who help her on her missions. And, well... each one is a potential suitor."
I leaned in, intrigued despite myself. "And how many are you dating at once, Edith?"
She grinned, her blush deepening. "All of them. I'm greedy."
The room erupted in laughter, but I wasn't entirely done. "So, how much are you dropping on this game?"
Edith squirmed, mumbling under her breath. "A thousand bucks a month."
I blinked, not sure if I'd heard her right. "A thousand bucks? A month? And you don't even support our games?"
Edith shrugged, still red-faced but unapologetic. "Hey, I'm a lonely girl. I need companionship, even if it means the men of my dreams are in AI form."
The room filled with laughter again, but I sat there, stunned. A thousand bucks for virtual boyfriends? I shook my head, wondering if I'd missed something. Maybe Baxtor had a point.
"Well, there's a business model we're not tapping into," I muttered under my breath, shaking my head as the laughter died. Maybe Edith had more to offer than just research, after all.
Samuel, one of my designers, chimed in after the laughter died. "So, I caught my little sister playing the game 'To Date or Not To Date'. At first, I thought she was on a virtual dating app, but apparently, it's more interactive. There are built-in characters you can chat with, and how much they reveal about themselves depends on the responses you choose. It's all super realistic and, honestly, kind of vulgar in some ways. I'm a bit worried. She's too young for this kinda shit."