Cherreads

Chapter 331 - Chapter : 329 : Let Players Suffer In Advance

The MOD author incentive plan hit the developer sphere: any creator meeting PixelPioneers Games' standards and maintaining a stable update schedule could compete for a spot. PixelPioneers would select 40 lucky MOD producers, based on official review and player votes, to receive a neat monthly stipend. Currently, only two titles qualify for the program: The Elder Scrolls: Skyrim and Warcraft.

To sweeten the deal, top-tier creators stood a chance to turn their custom mods into fully realized standalone titles backed directly by PixelPioneers Games.

The news wasn't widely broadcast to the general public. Average players remained blissfully unaware without mainstream media covering it, and those who did hear about it simply nodded in fleeting appreciation before moving on.

For the MOD community, however, the announcement hit like a nuclear payload. The relationship between MOD creators and game studios had always been... well, awkward. Most big developers treated modders with passive indifference, a lukewarm policy of "do whatever you want, just don't make us sue you."

Indie developers, on the other hand, loved modders. Lacking massive development budgets, indie games relied heavily on player-made content to keep their communities alive and kicking. But small games rarely attracted high-profile modding talent in the first place; compared to shiny 3A blockbusters, tiny indie titles just didn't hold the same allure.

Ironically, giant 3A studios were often secretly terrified of their own modding communities. When a MOD becomes too polished and feature-rich, it inflates player expectations to ridiculous heights. That creates a massive headache for the studio's sales department when it's time to roll out a sequel. If the original game with 500 custom mods runs like a dream, why buy Sequel 2: The Cash Grab?

History is littered with brilliant 3A masterpieces whose sequels flopped entirely because the original modded version was simply unbeatable, driving entire franchises straight into cryogenic storage.

Consequently, many corporate suits preferred to ban modding outright under the guise of "technical limitations," weeping crocodile tears while locking down their game files.

From a player's perspective, mods were pure magic. If a mod sucked, you simply uninstalled it, no harm done. But for corporate accountants, mods were unpredictable wildcards that threatened the bottom line. Seeing a studio actively hand over dev tools and fund modders out of pocket was practically unheard of.

Unsurprisingly, PixelPioneers' announcement set off an absolute frenzy in the modding forums. While the money wasn't life-changing corporate money, it meant everything to passionate hobbyists. Most modders never got into the game for cash anyway; they spent endless sleepless nights squashing bugs purely out of unhinged devotion to their favorite titles. Getting official recognition from PixelPioneers Games was like receiving a royal knighthood.

(Though, to be fair, the fat stack of cash certainly didn't hurt.)

"Hold on, read the fine print! It says no copyright violations. That means no flying Thomas the Tank Engine or Marvel superheroes!"

"Makes sense, considering it's an official stipend. If you want PixelPioneers' cash, you better make original stuff."

"Wait, did anyone see the end of the post?! Top projects might get turned into official standalone games!"

"Is that even realistic though? If a modder is skilled enough to build a standalone game from scratch, why would they waste time making a MOD first?"

"Just go make an indie game directly! After all, didn't President John start out as an independent developer?"

"Are you seriously comparing a random modder to PixelPioneers? PixelPioneers has bottomless resources and god-tier tech! And comparing anyone to Mr. John is like comparing your allowance to the richest man on Earth!"

As arguments erupted across forums, thousands of ambitious modders quietly downloaded the dev tools and got to work. The sheer charm of PixelPioneers' titles, combined with the golden ticket of full financial backing, had ignited a massive fire under the community.

Take Colin, for instance. He immediately opened up the map editor. His legendary project for The Elder Scrolls: Skyrim was already finished, save for a few minor bug fixes, but Warcraft opened up a brand new playground. (And no, he assured himself, he was not going to make an 18+ adult mod this time. Probably.)

***

"Buying horse armor to win hearts and minds, huh?" Inside Gemtech's sleek headquarters, Byrum stared at the newly launched PixelPioneers MOD community hub on his monitor, muttering under his breath.

Sitting across from him was Kipling Grady, the veteran CEO of Gemtechs.

"So, PixelPioneers is going all-in on the 'savior of gaming' image now?" Kipling Grady shook his head with a faint smile.

Online forums were drowning in praise for PixelPioneers, with players using the occasion to drag the traditional "Big Three" publishers through the mud again. He remained unfazed. There was an old saying in the industry: Watch him build a high tower, watch him entertain guests, watch the whole thing collapse.

Right now, PixelPioneers Games is treated like an infallible deity by gamers. But mortal men make mistakes, and gods aren't allowed to fail. If PixelPioneers released one bad game, players would forgive them. But two? Three? Besides, could John really guarantee a flawless streak forever?

PixelPioneers sat on a mountain of world-class gaming IPs. And what is the fastest, easiest way to extract mountains of cash from a massive IP? Gacha mobile games.

The Big Three didn't burn tens of millions on 3A blockbusters out of pure passion. For the cost of one massive 3A game, a studio could churn out thirty cheap, asset-flipped mobile games. If even two of them hit the jackpot, the profit margins would make 3A console sales look like pocket change. Studios only built heavy 3A titles to establish prestigious brand clout, which they then leveraged to farm mobile gamers for cash. Gemtech's flagship title, Sword and Magic, was still printing millions precisely because of its mobile spin-offs.

If PixelPioneers tried to pivot toward the mobile market, things wouldn't go so smoothly. Sure, they had released a mobile game before, but compared to their flagship PC juggernauts, it was a side project.

If John built this holy, untouchable reputation for "pure gaming," what would happen when he stood on stage at next year's convention and announced Skyrim Mobile: Pay $0.99 to Unlock Energy? The backlash would be legendary.

"PixelPioneers isn't our immediate problem anyway." Kipling Grady turned his attention back to business. "Our real target right now is Ansoft. How are the DLC sales looking?"

"Just crossed 4 million units," Byrum reported with a quick nod. "Easily our best performer over the last two years."

"Any ideas for a sequel?"

"Nothing set in stone yet, but setting it during the Dynasty feels like a solid gold concept," Byrum suggested.

Kipling Grady remained silent, nodding slowly in approval.

***

Meanwhile, inside the PixelPioneers headquarters, John had no idea what corporate schemers were thinking about him, nor did he care. He was currently buried under production notes for Assassin's Creed.

To the average gamer, Warcraft still felt brand new. Even though it had been out for a while and had already hosted a massive esports tournament, players were nowhere near fatigue. Between the epic single-player campaign and the hyper-competitive RTS ladder, new strategies were being invented every single day. Professional esports organizations were rushing to form official Warcraft teams, while casual players spent their weekends messing around in custom maps.

Thanks to those custom maps, Warcraft had pulled off an incredible feat: months after its launch, it surged right back to the top of the global bestseller list, snatching the #1 spot for two straight days purely through word-of-mouth recommendations.

"How's the Assassin's Creed demo coming along?" John asked, looking at Martel on the video call.

"The trial build is ready, about an hour of solid gameplay," Martel replied, leaning back and stretching lazily. "Localization, ratings, and marketing schedules are all green-lit."

Martel sighed happily. Working on Assassin's Creed had sparked a wave of inspiration in her mind, and she already had an itch to direct her own project next. "We aren't planning a million narrative DLCs for this one, right?"

John let out a dry laugh. "Well... about that. I'm finishing up a follow-up story draft right now. Don't worry, it's not super long! Just a quick spin-off focusing on a master assassin who lived before Ezio."

Martel rolled her eyes on screen, groaning in defeat.

After wrapping up the call, John leaned back in his leather chair, enjoying a moment of quiet. He idly scrolled through player forums on his phone, searching for inspiration for the studio's next project. PixelPioneers was practically drowning in capital, meaning he had total creative freedom.

Should I try a martial arts game? Reading through comments on his official social account, John noticed a stickied thread near the top: 'When is PixelPioneers gonna make a real martial arts game?! We have endless fantasy and sci-fi, but zero top-tier martial arts games!'

The reply section was a chaotic warzone:

"Please spare PixelPioneers! Whenever I hear "martial arts game," I picture aggressive gacha banners and VIP level pop-ups!"

"Martial arts games don't sell! Why waste 3A budgets on a niche genre? Do you want PixelPioneers to go bankrupt?!"

"Is Warcraft not keeping you busy? Is Resident Evil Resistance not draining your soul? Or did you already master Yu-Gi-Oh!? Why do you need martial arts?!"

The vast majority of players were frantically begging PixelPioneers not to touch the genre. Aside from a few classic turn-based RPGs from a decade ago, martial arts titles had a terrible reputation, plagued by predatory mobile cash-grabs and pay-to-win MMOs.

Yet, staring at the screen, a very specific game popped into John's mind. Strictly speaking, its story had nothing to do with traditional wuxia; it was about a shinobi in feudal Japan. But its core combat mechanics, high-stakes swordplay, and precise parry systems were the absolute pinnacle of what a high-octane martial arts game should feel like.

More importantly, John loved its brutal, unforgiving difficulty and masterclass map design.

Opening a blank folder on his desktop, John typed out the working title: Sekiro: Shadows Die Twice.

He paused, hovering his fingers over the keyboard. Sekiro was a masterpiece in his past life's memories, but dropping an intensely punishing, rage-inducing action game on casual players without warning might cause a complete meltdown.

Should he lower the difficulty? No way, John immediately rejected the thought. Take away the soul-crushing difficulty, and you rip the heart right out of the game.

He pondered for five minutes before a wicked smile spread across his face.

"Why not release a couple of 'fun, simple' mini-games first?" John chuckled to himself. "Let players build up their pain tolerance while we test how much suffering the market can handle."

He could already picture the sheer joy on players' faces when PixelPioneers unexpectedly dropped two completely free games for the community to enjoy.

Smiling like a cheerful villain, John created another folder and typed two names:

Getting Over It with Bennett Foddy and Jump King.

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