Cherreads

Chapter 330 - Chapter : 328 : Have Another Big Deal?

What in the world just happened?! Why was he getting dragged into this again? John scrolled through an avalanche of emoji reactions, landing on a screenshot that had somehow clawed its way to the top of the trending searches on the social account: "John's a gamer who doesn't know jack about Arthas."

His expression could only be described as one giant question mark. He hadn't even done anything. That was the worst part. It started as a single screenshot from a chat group. Within hours, the social account and the entire gaming community had latched onto it like a stray cat onto a fish bone, and from there it metastasized into other industries entirely.

"XX writes novels, but XX doesn't know jack about grammar."

"XX draws comics, but XX doesn't know jack about anatomy."

The template was unstoppable.

Meanwhile, John's name had been fused permanently to "Warcraft" at the top of the search charts, riding a tidal wave of increasingly unhinged memes. He stared at the hot search list with the particular numbness of a man watching his own funeral livestreamed for laughs.

The gaming community, in particular, had gone feral; people were practically lining up to request custom memes starring him. He could feel a stress vein throbbing. Normally, he found this stuff hilarious. Memes were the purest form of internet joy. The problem was that this time, he was the punchline template.

Still, he wasn't the type to fly off the handle. He wasn't about to become one of those internet celebrities who fire off a strongly worded cease-and-desist over a parody video, especially not the kind of celebrity whose lawyer sends the strongly worded letter to the wrong website entirely. (Somewhere out there, a random small business owner was probably very confused right now.)

That said, flipping through the fan-edited compilations did occasionally punch a hole straight through his dignity.

For the crowd of players just here to enjoy the chaos, the memes and the "gremlin gaming" jokes were prime entertainment. But for the actual, dedicated players of PixelPioneers' games, the meme storm was already old news. Their attention had moved on. Because the newest patch for Warcraft was about to go live.

Beyond the new Frozen Throne battle mode, the headline features were custom maps and a full map editor, and of all the announcements, the custom maps were what had players buzzing the loudest. Ever since the convention demo, the custom map showcase has genuinely blown people away.

RTS gameplay was fun, sure, but let's be honest, most casual players found duking it out against another human being about as enjoyable as a root canal. Weirdly, plenty of them found matches against the AI more satisfying than matches against real, trash-talking humans. And this "most casual players" group happened to be the overwhelming majority. Compared to competitive RTS, custom maps were simply a better hang.

The moment the patch dropped, players flooded into the new battle modes and RPG maps like it was a Black Friday sale.

"The models, the voice acting, the only thing that still says 'Warcraft' here is the UI. This is basically a whole new game!"

"Why can't I pick a hero? I want that, dang it!"

"...You picked the guy with the world's most punchable neck, and you're mad you can't play him on this map? That's a defense story. He was already hanging off the tower by this point in history, my guy."

"Wait, you can upgrade gear you buy from the shop?!"

"There are actual side quests in here!"

"Yo, there's a training room; you can grind mobs and level up inside it!"

"...Bro, you're alone in there. There's also a casino on this map. I just lost ten thousand gold."

"DAMN IT, my gold's gone too!"

"You can gamble your GEAR too! My purple item just vanished into the void. I look absolutely radiant right now."

"Should we just add each other as friends and start over?"

"Yeah, honestly, that tracks."

At first glance, the map looked like your standard, slightly dopey tower-defense map: enemies attack on a timer; you defend. Nothing revolutionary. Except it had dozens of dungeons, a mountain of gear, and dozens of heroes stacked on top of it, practically a mini RPG wearing a defense map's trench coat.

And compared to the fever-dream version of these RPG maps he half-remembered, John had quietly layered in a ton of quality-of-life improvements.

First up: a reconnect system. If a player dropped mid-match for whatever reason, someone waiting in the lobby could slot straight into their spot. Some of these RPG and defense maps ran for two, three, even five or six hours. If a pickup group lost half its members halfway through, the whole run could implode. This fixed that.

Second: anti-griefing settings, like gear-lock protections, so nobody could just walk off with a teammate's hard-earned loot. Naturally, if you were playing with actual friends who enjoyed betraying each other for sport, you could switch that protection off. Some friendships are built on trust. Others are built on backstabbing your buddy for his epic sword. Both are valid.

As for the map pool, sure, only the official maps existed so far, since no players had released their own yet, but that alone was plenty to keep everyone busy for a good long while. And John was fairly confident that any half-competent MOD maker who poked around these RPG maps in PixelPioneers' games would walk away with a pretty solid grasp of what made them tick.

At the end of the day, every game runs on the same fuel: a sense of accomplishment.

Shooters and fighting games have headshots, finishers, the sweet dopamine hit of watching an enemy crumple, no explanation needed there.

Platformers and rhythm games have climbing high scores, a steady numeric proof that you're getting better.

RPGs run on the most primal version of this: numbers going up. And these custom maps delivered that hit with the same shameless purity as a mobile gacha game, minus, mercifully, the part where you have to swipe your credit card.

Say what you want about predatory monetization, plenty of players will insist those games "don't count" as real games, but nobody can deny that watching a number climb hits some ancient lizard-brain nerve dead center.

Instead of babysitting an army like in standard RTS matches, you were piloting one hero, popping cooldowns, stacking gear, and watching your damage numbers balloon into the stratosphere.

No matter what map or mode it was, they all leaned on the same trick: compress the grind, then amplify the payoff. Early on, it might take a solid half-day just to whittle down one lowly foot soldier. By the endgame, decked out in gear and levels, one combo wipes an entire squad in the time it takes to blink. Even against actual players, that damage spike is real enough to feel, assuming, of course, you're not the one getting deleted by said combo.

There was one key difference, though, in player-versus-player arenas: falling behind meant a genuine risk of becoming the map's resident punching bag. You could get third-partied while calmly last-hitting a creep, no warning, no mercy. Yeah. It happens. It happens a lot, honestly.

On top of that, compared to traditional RPGs that demand you crawl through hours of grinding to build up your character from scratch, Warcraft's custom maps crammed that entire arc into a fraction of the time. Fast food, but for dopamine.

Predictably, a huge chunk of "Warcraft" players who'd never quite clicked with the RTS grind threw themselves headfirst into these custom maps instead. And that chunk, the casual players who found RTS about as intuitive as assembling furniture without instructions, turned out to be the overwhelming majority.

Among the custom maps, 2 maps sat comfortably at the top of the popularity charts, helped along by their fully voiced Three Kingdoms character models. Not far behind, the rest were all pulling solid numbers of their own.

Then there was "Impossible Boss", a map that put teamwork to the ultimate test. Pickup groups mostly avoided it; it was far more popular among friend groups who enjoyed emotionally torturing one another.

Fair enough, honestly, the map demanded a proper tank, a proper healer, and real damage dealers. Unlike "Dynasty Warriors" or "DOTA," where a skilled enough player could solo-carry a sinking team, going it alone here just meant a very long, very lonely grind toward eventual, hard-won victory. Teamwork wasn't optional. It was the whole point.

***

Online discussion around PixelPioneers' custom maps kept snowballing. After all, the players who both enjoyed RTS and were actually good at it made up a pretty small club.

Then there was the much larger group: players who weren't necessarily against learning RTS, but whose reflexes had, tragically, retired several years early. There were a lot of them. A lot.

"Ngl, these custom maps hit different."

"I panic the second I have to manage more than three units at once, but somehow controlling one single hero? Totally fine. No notes."

"Doesn't even feel like Warcraft anymore, the dialogue, the models, even the whole map's been swapped out."

"Ha, the funniest part is 'Yu-Gi-Oh!' is basically a toxic waste dump of a map. Didn't touch VR, didn't touch PC, my cat and I just marathoned the custom map mode for an entire day instead."

"So basically you bought one game and got a whole bundle for free?"

"So you're saying President John is losing money on this?"

"Honestly? Feels like a genuine loss for him."

The gaming community would not shut up about it. The chatter around custom maps had even managed to bury discussion of the actual Frozen Throne campaign, which, to be fair, made some sense, since apparently nobody had finished it yet. Every RPG map clocked in at around an hour and a half, tops.

Frozen Throne's full campaign, by contrast, ran a beefy twelve hours across every mode and difficulty. Content that size just doesn't spread as fast, no matter how good it is.

***

Beyond the players themselves, plenty of eyes were also on the map editor PixelPioneers had built alongside Warcraft. Not that many players hadn't tried, but even though John and Koch had worked hard to streamline it, the sheer number of menus and tools on-screen was enough to send an ordinary player running before they'd even opened the tutorial. For serious MOD makers, though, this was just Tuesday.

As one of PixelPioneers' veteran modding elders, Colin had the map editor downloaded within minutes of release. Most casual players wouldn't recognize his name. But mention his work, and pretty much every player of The Elder Scrolls: Skyrim under PixelPioneers would suddenly sit bolt upright.

Colin was the man who'd assembled the "Magic Spike" mod team and built the infamous Love's Skyrim mod. Officially banned from the studio's own mod community, sure. Unofficially? Still a legend whispered about in hushed, slightly guilty tones.

Love's Skyrim had been his dream project, the game he'd always wanted to make, finally realized through mods. Now, his obsession had a new target: the Warcraft map editor. Especially after test-driving PixelPioneers' own custom maps, an idea had started forming in his head.

This was freedom on a whole different level. Not "the game lets you do side quests" freedom, real, structural, build-whatever-you-want freedom. This wasn't ARPG-flavored freedom. This was the real deal.

Quest triggers, map transitions, tweaking core gameplay rules on the fly, none of that would mean much to a casual player, but to a professional modder like Colin, it was basically Christmas morning. And that, more than anything, was what had hooked him.

"Wait, a dedicated model library? And voice-acting assets?! PixelPioneers is clearly gearing up for something huge here," Colin muttered, eyes locked onto one particular menu, jaw slightly unhinged.

In The Elder Scrolls: Skyrim, if you wanted a custom model or new voice lines, you were on your own, either you learned to do it yourself, or you hired an actual voice actor.

Case in point: Love's Skyrim hadn't earned him a single cent, and he'd still sunk ten, twenty thousand of his own money into making it a reality.

Most of that had gone straight into voice acting. Models, he could scrape together with some elbow grease and community goodwill, voice acting, though, needed professionals. And now Warcraft was just... handing out models and voice assets? For free?

Colin scrolled further and found it wasn't just assets from PixelPioneers' own published titles in there; there was stuff that hadn't even been released yet. Resident Evil. The Elder Scrolls: Skyrim. Even unreleased model assets from Assassin's Creed were sitting right there in the library, as PixelPioneers had just left the vault door wide open.

Just as Colin was fully marinating in his amazement at how aggressively PixelPioneers was courting modders, his phone rang. Caller ID: a fellow Magic Spike team member.

Why's he calling me? A flicker of confusion crossed Colin's face. Before he could even say hello properly, the voice on the other end burst out, practically vibrating with excitement: "Colin! Check PixelPioneers' and John's social accounts, RIGHT NOW! Big news!"

Big news? What kind of big news?!

"What is it? Just tell me," Colin said, already reaching for his laptop.

"I can't explain it over the phone, just look, it's about us," the voice said, still buzzing.

Baffled, Colin pulled up PixelPioneers' social account and nearly dropped his phone. "No way. NO WAY."

Colin wasn't the only one losing his mind. Across the modding scene, other well-known names, Gemtechs, Moondustries, and Essence, who'd all been quietly keeping tabs on PixelPioneers, were staring at their screens with the exact same expression.

PixelPioneers was clearly about to do something enormous.

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