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Video Game Tycoon in Tokyo-Chapter 1023: Complex System
Chapter 1023 - Complex System
GTA5 didn't reveal much in terms of detailed content, mainly because the game itself wasn't that far along in development. That trailer was just an early showcase.
Cyberpunk 2077, on the other hand, had far more substance.
According to the marketing team's plans, Cyberpunk 2077 would undergo a full year of high-frequency promotional activity.
Following Takayuki's instructions, the marketing team proactively sought out cross-promotional partnerships with other brands. At the same time, they began preparing for this year's summer Electronic Entertainment Expo.
The highlight of this year's expo would be Cyberpunk 2077.
And at the expo, players would be able to try out a fully playable demo.
Even though it was just a demo, its size reached a staggering 10GB — entirely because of the immense amount of content and data the game contained.
The development team wouldn't be idle during this period either. Final testing still needed to be completed — they couldn't afford to slack off just because the game was technically "finished."
Until the game officially released, every bit of work still mattered — especially bug testing. Even Takayuki himself joined in, personally hunting for bugs. That alone showed how seriously he took Cyberpunk 2077.
This game was his way of fulfilling a dream that had once gone unrealized.
Back in his original world, he had felt deep regret over how incomplete the original Cyberpunk 2077 was.
If only the team had had more patience, and more experience — the game could've easily been one of the greatest of its generation.
Its foundation was solid, but it was sabotaged by issues beyond the game itself.
In this world, however, those obstacles didn't exist. As long as Takayuki was around, no one could interfere with the game's smooth development and release.
As Takayuki controlled the player character walking through Night City, he switched to third-person perspective.
In the original game, for some unclear reasons, the game was locked into first-person mode.
But that alone turned away a lot of players — especially those with 3D motion sickness.
First-person views tend to be more intense and disorienting, and even now it's hard to eliminate the nausea some players feel.
Switching to third-person, though, significantly reduces the problem.
Back in his original world, Cyberpunk 2077's forced first-person view had long been a major complaint.
Some players had even tried modding the game to play in third-person, but what they saw was often an awkward, jittery figure running around — unintentionally hilarious.
But oddly, when driving motorcycles or vehicles, players could use third-person. That suggested the original developers had at least considered the feature.
Why it wasn't implemented? Could've been technical limits, budget, or some internal decision.
But it was obvious that having multiple camera options could only expand the game's appeal.
All it took was more investment and technical support.
And for Gamestar, that was no issue at all.
In third-person view, Night City looked vastly different — wider, more immersive, more alive.
"President, how does it feel? Does it meet your expectations?"
Hitoda Hitomi, the head of Development Division 3, looked at Takayuki with hopeful eyes.
His team was in charge of Cyberpunk 2077's system design.
What he feared most was Takayuki encountering a crash or a serious bug while playing.
But after two solid hours of gameplay, Takayuki hadn't experienced a single crash or major issue — a relief to Hitoda.
Takayuki played attentively, nodding slightly. "Very impressive. You've done an excellent job."
It was rare for Takayuki to offer such emphatic praise.
Hitoda lit up with joy — nothing felt better than having your boss recognize your hard work.
And truth be told, he loved this game too.
For the past few years, he and his team had done nothing but work on this — creating a stable system that could house all the complex gameplay and content without breaking.
The more features a game had, the more bugs it introduced. And the issues weren't just additive — they were exponential.
A simple fishing mechanic might unexpectedly conflict with some other game function.
If a player unknowingly triggered both systems, it could crash the entire game.
Worse, it might corrupt the save file — wiping out hours or days of progress.
The more content a game had, the more chaos it risked.
He still remembered the nightmare they faced two years ago — when a simple hanging ornament in the rearview mirror of a customizable car ended up breaking their entire racing system.
The ornament triggered a weird anchor point that froze the cars in place.
Trying to fix the code caused other systems to break in a cascade of problems.
That tiny detail had tortured the team for over half a month. Hitoda couldn't eat or sleep, stressing over the cause.
Eventually, he considered asking Takayuki for permission to just scrap the feature.
But right then, the Stanford Engineering Team — who specialized in solving technical roadblocks — stepped in.
With their help, the bug was finally resolved.
Incidents like that had happened countless times during development.
Fix one issue — and another one would pop up. It was endless.
That's the price of building something this large in scope.
Fortunately, Unreal Engine's powerful tools made much of it manageable.
Without that, it wouldn't matter if they had 3,000 or even 10,000 developers — Cyberpunk 2077 would've been impossible to complete.
"Let's use this build as our official demo. We're taking it to the game convention."