Regarding the competition among major game manufacturers for The Elder Scrolls: Skyrim, John didn't have any specific demands for cooperation. It largely depended on the conditions offered by the other party. If the terms were similar, John was still inclined to collaborate, especially considering their previous pleasant partnership, which had secured a prime position on the overseas platform channel. For promoting The Elder Scrolls: Skyrim internationally, the impact remained substantial.
However, the key factor was the terms provided. Although Gemtech didn't have as broad an overseas channel reach, they were undeniably resourceful and wealthy. If they handled overseas distribution, the exposure would still be significant. Given the game's quality, John wasn't particularly concerned about which publisher was chosen, so long as it wasn't one lacking a proper platform.
At PixelPioneers Studio, Koch continued development and testing of the follow-up DLC, Dawnguard, for The Elder Scrolls: Skyrim.
Externally, while Fantasy had just launched, and with more than a week remaining before Epic Continent went live, promotional efforts for Fantasy had already begun scaling back. Besides scheduled online ads, most offline promotions were being pulled.
Regarding Epic Continent, Ansoft might not rank among the top three, but as a veteran second-tier local developer, and with the Power Storm title, their promotional campaign was no less vigorous than that for Fantasy. From story outlines to original in-game environments, BGM, and behind-the-scenes development, a steady stream of information kept players eagerly anticipating.
Meanwhile, in major gaming communities, excitement for Epic Continent had reached a fever pitch. John himself felt indifferent, but fans of PixelPioneers Studio and The Elder Scrolls: Skyrim were growing restless.
Every day, Epic Continent released new content: concept art one day, story CG the next. But what about The Elder Scrolls: Skyrim? Aside from the DLC title Dawnguard, no fresh updates had emerged. Seeing PixelPioneers Studio remain silent, players' anxiety grew.
At the office, John glanced at a company-issued report as fans outside shouted for their chicken deliveries. He sighed. Promote? Promote what?
The last plan Gemtechs had discussed with Armani was to leverage the hype around Epic Continent. Having been online for a month, it had sold six million copies. Overseas publishers hadn't been confirmed, was promotion even necessary? Besides, they were about to release an entirely new game, what else could he do? It was just a DLC. What more could be offered?
"Mr. John, what should we do? Players are getting impatient. Should we reveal a bit more information?" Koch asked tentatively.
John, playing with the dog, rolled his eyes. "Reveal what? It's just a DLC. We've already revealed part of the story. Reveal more, and it spoils the experience. What's left to discover then?"
Koch, looking dejected, murmured, "But the players...?"
"Make a trailer. Post it on the official website and blog. Show the player's dragon transforming into a vampire, battling the Vampire Lord. Highlight Miss Serana, the vampire companion. Include scenes of the Dragonborn living with her. Edit it into a three-minute promotional video, but don't reuse footage from previous trailers," John instructed.
From the early days of Dungeon of the Monsters to later titles like Binding of Isaac and Octopath Traveler, John had learned one vital lesson: think like a player. What do players want? Exciting battles? Epic stories? Stylish, fluid movement? And, of course, attractive female characters!
A glance at the modding community showed most popular mods involved female outfits, often revealing and stylish. Bikinis were just the start: black lace, white stockings, high heels, midriff-baring skirts, pure player bait. A solid medieval magic game? For some, it was practically a fantasy-themed social simulator!
After Koch left the office, John secretly downloaded a mod and shook his head with a grin. But then again, who could say no to a game like this?
Following John's orders, Koch and the team worked overnight and completed the trailer the next day. Fans of PixelPioneers Studio were thrilled to see the new promo released so soon after the outcry. Eagerly, they clicked play.
A dark screen faded in, followed by the PixelPioneers Studio logo. Then the title The Elder Scrolls: Skyrim appeared, and the voiceover began:
"Night falls. Strange creatures lurk in the skies once more. The tireless Stendarr Vigilants stand at the frontlines of this undead threat…"
Scenes flashed: new maps, new monsters, new dragon shouts, even a new wife. The trailer followed John's directions closely, showcasing the core content of the DLC Dawnguard.
Players lit up with excitement. They didn't want flashy effects or Hollywood-level trailers. They wanted content, and now, they had it.
As excitement for Dawnguard peaked, a post suddenly appeared on the community forums, and it exploded.
"Holy crap! This is wild!"
"Bro, you're a legend. Respect."
"No way. I'm definitely playing this now!"
Amid the online buzz, John saw the post on PixelPioneers Studio's forums. He stared at the screen, "No way... You guys are really doing this?"