Regarding the issue of distribution, John had already spoken with Armani early on. After all, a game needed a publishing company to submit it to the Board of Directors for rating review, and only then could it finally appear on major game platforms for sale.
Following the acquisition of Social Tap, smaller, non-3A titles could be released independently, but 3A-level projects still required partnerships with companies like the three major UEGames studios to leverage their promotional channels. There was also the option of collaborating with second-tier publishers such as Ansoft.
Thinking about it now, John figured he should call Armani to go over the matter again. Even though it felt somewhat like overkill, he still believed seeking a professional opinion was the right approach.
"By the way, how's the mobile game going?" John asked, turning his attention to Luna.
On the mobile development side, Christy and Evelien had been brought on to help cater to multiple audiences, but Luna was still the primary lead managing the entire process.
"The female gameplay route is finished, but the male route is being handled by Christy, and…" Luna hesitated, her tone carrying a trace of reluctance.
"What's wrong with it?" John asked curiously.
"He… suggested making the plot revolve around a love triangle. You know, two beautiful girls falling for the protagonist, leading to a series of romantic twists."
Hearing Luna's summary of Christy's direction, John couldn't help but feel a strange sense of familiarity. An image, no, a scene from a visual novel game or perhaps a dreamlike memory, suddenly came to mind.
"No way. We're not turning this into a harem story. That has to change!" John declared firmly, meeting Luna's gaze.
"But… actually..." Luna faltered, startled by his decisiveness. She wanted to argue that, from a market standpoint, Christy's idea wasn't bad.
After all, players often complained about over-sexualized female characters and shallow romantic plots, loudly criticizing such tropes. Yet, when no one was watching, those same players quietly opened their wallets, happily indulging in the very content they mocked.
Still, before she could explain further, John's words stopped her cold, "This won't do. The ending's too plain and lacks impact! And when you're writing a love triangle, balance is everything. If both ends of the triangle aren't equally compelling, there's no emotional tension, no drama. Christy's version isn't even a triangle; it's two characters fighting over a protagonist while the third is just… irrelevant, leading to a 'happily ever after' that feels empty."
He leaned forward, his tone sharp with focus. "We need depth, not just pretty girls fawning over the hero. Relationships should reflect real-world weight, responsibility, family, dreams, and the tension between fantasy and reality. Picture this: the protagonist is a junior student, desperate to create lasting memories of his school days. He joins the light music club and invites two incredibly talented girls to form a band. Because of their contrasting personalities and unexpected events, they experience moments of joy and sorrow together, weaving a bittersweet story that resonates."
As he spoke, John's voice grew animated, his words spilling out with vivid detail. Luna stared, wide-eyed, at his sudden burst of passion.
"Tell Christy I'll personally handle this part of the main plot," John declared, his hand slapping the desk for emphasis. "I'll write the script myself and get it published in PixelPioneers Comics. We need more content to build up our catalog anyway."
Luna was stunned, blinking at him in disbelief. Who would've thought? This man, with his composed demeanor and serious expression, was hiding such a deep understanding.
"The game's title should reflect its dual structure. You choose the name for the female route, while the male route will be called 'White Album.'" John leaned back, a rare smile tugging at his lips as he recalled the inspiration from his memories.
He was certain players would be captivated by both the game and its heartfelt narrative. But one thing was clear: the writer's identity couldn't be revealed. The final script would be complete, but Christy's name would be the one attached to it.That was how John decided it should be.
Inside Mercury Studio, Martel and Malcolm, along with several others, sat quietly, reflecting on the conclusion of their recent meeting. They had just reviewed the terms sent over by PixelPioneers Games and were now faced with a choice. Within Mercury Studio, Martel held full creative authority over game development, but project approvals were another matter entirely.
The studio's beginnings were humble; like most indie outfits, they'd started small. Their first successful release attracted investors, leading to rapid growth. Yet with that growth came compromise, and not all of it felt like progress.
"I honestly don't know if this decision will turn out to be good or bad," Martel admitted softly, shaking his head.
He had decided to leave Mercury Studio to officially join PixelPioneers Games. The current studio assets would be transferred to Gemtechs Games, and in partnership with PixelPioneers, a new, independently operated sub-studio would be established.
"You remind me of how you were when we first met," Malcolm said with a nostalgic smile. "Back when you had the guts to rent a dingy underground garage and start a game project with only $200,000 in hand."
He remembered it well. Fresh out of university, he'd landed an internship at a mobile game company through the school's placement program. But he quickly realized that not all game studios shared his ideals. Some saw games as art, a medium to bring joy to players. Others treated games strictly as commodities, products meant to generate profit, nothing more.
Not that either side was inherently wrong. Games were products, and a studio needed revenue to survive. But deep down, Malcolm wanted something more than just churning out merchandise. He wanted to make something meaningful.
When he met Martel, he found someone who shared that dream. From those cramped garage days, they climbed into high-end offices and eventually joined Gemtechs, one of the industry's big three.
But once inside Gemtechs, Malcolm became numb to its cold efficiency and internal politics. He watched as creativity was gradually replaced with formulaic production cycles. Even the studio's once-celebrated series had stagnated, with Martel merely rehashing old ideas rather than pushing boundaries.
"Honestly, I should thank John and PixelPioneers Games," Martel said, his expression lighting up with determination. "Working on The Elder Scrolls: Skyrim reminded me what kind of games I truly want to create!"
He sat straighter, his voice brimming with energy. "I rose from that garage once before. Now, with PixelPioneers' investment, we'll build something new, an independent studio, but stronger than ever."
"Alright, alright," Malcolm chuckled, raising his fist playfully before giving Martel a light punch on the shoulder. "You're 30 now, old man. Save the heroic speeches for your fanbase."
