Certainly, itâs a well-known fact that a game studio doesnât focus all its resources on just one game. Everyone knows that itâs imprisoning oneself.
Take Studio Rewind as an example.
The main IP, Hellic, depicts a dark and dreadful world set in hell. Itâs fundamentally an RPG genre based on growth and combat, with a prominent element of ânarrative.â Additionally, it has a basic rating of R18.
Hellic is explicitly an adult game.
Itâs a double-edged sword.
The maniacal elements of Hellic certainly have a clear advantage in securing a core fan base, but that advantage also acts as a barrier when thinking about mass appeal. In other words, the power to absorb a diverse user base as customers. It becomes a weakness when pursuing popularity.
Of course, trying to capture mass appeal by sacrificing the maniacal elements would be like turning away from a fish youâve already caught.
Beyond these external reasons, I couldnât personally tolerate such a decision.
Fortunately, there was a way.
In fact, itâs quite easy.
âJust create another casual IP.â
Secure a new IP. One that possesses casual and light elements absent in Hellic.
I believe itâs the best choice for the overall status, revenue, and customer base of Studio Rewind.
Hence, the sub-project team. Essentially, the second development team.
The establishment of the second development team was one of the things I had been planning since moving to Pangyo. The reason for purchasing the entire building with three floors was also for this purpose. The bottom floor, not yet equipped with proper equipment, was reserved for them.
I carefully examined the documents that Yang Gilsang had picked out for me.
They were all candidates that had been pre-considered for the establishment of the second development team.
Since my return, there havenât been many occasions where Iâve actively utilized the advantages of being a returnee. Moments like these are particularly special.
Metaphorically speaking, it feels like playing a game. Well, there is a simulation game where you become the owner of a football team, creating an ideal team. Itâs commonly known as simulation game.
Anyway, moving beyond such digressions, the conclusion.
âItâs fresh.â
All the offerings look fresh.
Some are still in the early stages, but I prefer that. Now I can grow them according to my taste.
Looking at the entire list, there are three small teams and only about seven larger ones, essentially indie development studios.
Two teams in particular capture my attention.
They havenât deviated significantly from the category I initially envisioned.
âTeam Evil Scale. Studio Moemoewak.â
They are the teams from the United States and Japan.
I know the future.
In other words, I know the games they will create in the future.
It wasnât a difficult story.
At this point, these two teams, havenât produced a proper work yet, but willâ¦
ââ¦bring a storm to the future game board.â
Not individually, but by merging into one team.
Seven years later, in 2020.
In the AAA-grade market, a mutant called âStudio Kawaii Demonâ suddenly emerges.
***
In any industry, if there are people who reach a certain level, there are also those who break through that level.
Based on this principle, there are those who succeed by adhering to a system, and there are those who show explosive energy through imperfection.
Studio Kawaii Demon was clearly the latter type of team.
Team Leader! Have you tried this? Itâs called âDemons Relicâ!
Yeah, they say itâs selling well. That one.
Itâs a hit! Totally a hit! The characters that come out areâ¦
But itâs not really my taste.
⦠Right. Itâs not the style youâd like.
On a day in June 2020, a game called âDemons Relicâ suddenly appeared on Steam.
It was, quite literally, a monstrous creature that threw a bomb into the industry.
The reason the game succeeded wasnât because of its shocking development capabilities.
It wasnât showing innovative and amazing gameplay either.
On the contrary, Studio Kawaii Demonâs âDemons Relicâ was a game that reached the pinnacle of imperfection conceptually and systemically.
And yet, it recorded astonishing sales that made people exclaim, âIt sells like that?â
A single sentence was enough to describe the game.
Itâs a dating sim RPG. I donât really get it.
Maybe because your love cells are dead.
Huh?
â¦Nothing.
A combination of a cute girl dating simulation and RPG.
There was so much talk about it that even I, who had no interest in the game, knew the general content.
To summarize, the protagonist, a demon worshiper, releases the 72 demons sealed by Solomon. Meanwhile, the protagonist dates cute demon girls, fights, and with the powers bestowed upon them, becomes the new harem king of hell.
It was a fairly typical story with a typical ending.
Thatâs why the industry was in an uproar when the game surpassed 1.5 million copies in the first month.
At that time, an executive who was interfering with the project said to me.
Yeonho, try doing something like that. Put some dating elements into this project.
Sir, this is an action gameâ¦
Just make all the enemies or monsters that come out female! Have the protagonist date them or something!
â¦Looking back, it was a dreadful moment.
Flipping a project that was already in the middle of development to include dating elements inevitably led the game to go downhill. Introducing cute girl monster pets as gacha items only accelerated the downfall, and the game couldnât even last for a year and a half before it shut down.
There was still a question lingering in my mind.
Why did they ask to add dating elements to a game targeting men in their 40s to 50s?
Of course, it was an unknown and unimportant matter by now.
The point is ultimately that Studio Kawaii Demon somehow turned such a game into a casual hit.
One day, the story behind the development and analysis was revealed.
It was Jo Ayoon who revealed it.
Two directors?
Yes! In fact, itâs said that it was formed by two different indie teams coming together. When the director of Moemoewak thought of a âdating simâ game, the Evil Scale director provided feedback to make it bettter. Itâs really amazing, isnât it?
One person conceives, another mediates. It can be risky.
Really?
Too many cooks spoil the broth. Especially with that kind of directing, the direction can easily get blurred, and the original intentions of the planner can get lost or distorted. Before you know it, conflicts arise during feedback, and it often leads to a split.
But it was successful.
Just because itâs risky doesnât mean it will fail. Well, they succeeded with Show and Prove, so I donât have much to say.
The collaboration of the two directors, an ensemble that could have ended as a simple âdating simulationâ game, turned Demonâs Relic into a mutant that captivated the market with its casual charm.
Initially, I thought the success of the game was solely in the hands of the Evil Scale director who played the mediating role, but that was a misjudgement.
I later found out the truth through Jo Ayoon.
Look at this. Isnât this characterâs lower body really provocative? I mean, look at thisâ¦
Ayoon, stop it.
No, just look!
Iâm eating right now.
Itâs just a bite of riceâ¦
Thatâs enough.
In their own world, Demonâs Relic had a definite charming point.
It seemed to be the director of Moemoewak who planned it.
Even if I couldnât empathize, I could understand.
Honestly, I still do.
As much as their âdating simulationâ sensibility, it was unclear why it gained such overwhelming popularity, but one thing was clear: the success of the game.
Navigating the narrow line to avoid censorship to a extreme level.
Appealing character charm due to that, and emotional interaction through animated storytelling.
An AAA-grade RPG game based on that.
They packaged it at a much lower price than mobile gacha games, selling a quality that couldnât be achieved in gacha games for a fraction of the price.
The entry barrier was lower than mobile gacha, so there was more influx of ordinary users.
Anyway, one fact couldnât be denied.
Demonâs Relic was undoubtedly a mutant in the AAA-grade package market, and despite the ironic end of not winning any awards at the year-end awards ceremony, it received sales and response comparable to other games.
So,
âCatalogue, to catch them, itâs here.â
To complement different user bases and ultimately attempt IP reciprocal re-entry, âDemonâs Relic,â standing at the extreme opposite of âHellic,â was a suitable candidate.
And the timing was even better.
âThe period when the cute girl gacha games are just becoming known to users. Considering the development and release period, itâs possible to ride the trend and boost sales.â
Maybe it could even be promoted to a game that leads the trend.
The moment I thought about it.
Dalkakâ
The door opened.
Yang Gilsang said,
âMr. Yeonho, the two of them have arrived.â
âYes, Iâm coming now.â
Today is the day to meet the directors of Team Evil Scale and Studio Moemoewak, the two companies that will be the dual leaders of Kawaii Demon in the future.
**
The moment I entered the reception room, two men caught my eye.
One was a thin, nervously impressionable white man, and the other was an Asian man with a sturdy build and long hair. They were Jelen Copson, the director of Evil Scale, and Nishimura Keisuke, the director of Moemoewak.
First impressions.
âThe individual power is sufficient.â
Satisfied.
I extended my hand for a handshake.
âItâs an honour to have you here. Iâm Cheon Yeonho, the CEO of Studio Rewind and the overall director of the Hellic series.â
That moment.
The two men, who had been slouching, straightened up awkwardly.
The first to shake hands was Jelen Copson.
âIâm Copson. A fan!â
Jelen Copsonâs eyes sparkled.
âIâve been a fan of the Hellic series since the first one came out! It was really fun! When I heard that you made it into aâ¦â
The initial tense atmosphere disappeared as he began talking about the game. Even the nervous demeanour seemed to vanish as he delved into the game story.
It felt awkward, but regardless, it felt good.
Because if the first impression wasnât bad, it would be a good sign.
âThank you.â
I replied and greeted Nishimura Keisuke next.
âN-Nishimura.â
âNice to meet you.â
As I tried to pull my hand away, he didnât let go.
âNishimura-san?â
ââ¦â
He didnât let go of my hand.
His grip was stronger than expected.
Suddenly curious, I looked at him, and Nishimuraâs gaze was focused beyond my shoulder.
There was a figure of Alice.
Nishimuraâs mouth twitched.
âA-Alice.â
âYes?â
âAlice was great. The Moé you mentioned for the award⦠I know.â
His breathing seemed rough, so I tried to calm him down.
I donât know why my arm suddenly had goosebumps.
For now, letâs think positively.
Yes, this is all about individual power.
âLetâs sit for now.â
Sitting across from me, I rubbed my neck.
I started the conversation right away.
âWe gathered like this for the purpose I mentioned in the email. Letâs talk about the scoutting request.â
Jelen Copsonâs fist clenched.
âYes! We heard! But why me of all peopleâ¦â
âI-I donât know eitherâ¦â
He seemed lacking in confidence.
I understand.
At this time when the two development teams havenât merged yet, there havenât been any visible achievements so far.
As far as I know, the two of them will meet at the indie game festival two years later, unite for the first time, and create Demons Relic over the next five years.
Before that, the current time is just the epitome of insignificance among the insignificant.
In simpler terms, the response to the question was.
âIâm looking to buy at a low point.â
Of course, I canât express that inner thought directly.
âI occasionally play indie games. Our studio, Hellic, started as an indie, and so far, the only released game indie games. I believe in the potential of indies. I also have a personal desire to recruit exceptional talents if they exist in the indie scene.â
The two people started to pay attention to my words.
Itâs a understandable reaction.
The environment shapes people.
I tend to interpret that a bit differently.
Itâs not that the environment shapes people; it shapes the image of that person.
âWell, in that case, meâ¦â
âYes, itâs an honorâ¦â
External perception.
Rewindâs Cheon Yeonho has become a legend in the indie scene.
Itâs a moment when I need to be aware of that.
If I can show respect without undermining their perception that Iâm a big shot to these people, it might not be too difficult to build a favourable impression.
âYes, Iâve played games from both of your companies. First, Mr. Copsonâs âEvil Blood.â It was neat. I could see a focus on restraint and systemic intuitiveness. It suited my taste.â
Of course, it was too clean, with the drawback of being somewhat bland.
âMr. Nishimuraâs game, âMy Yandere Sister is in Trouble!,â was a cute girl dating simulation. It left quite an impression. Especially the direction, dialogue, and hidden devices in the narrative.â
This side tends to overly focus on characters, making the game waver.
I knew this fact before today.
Seeing it like this, itâs quite clear.
âYou could complement each otherâs weaknesses.â
These two seem to fit well into a 2-person directing system.
Adding them together would likely create a good picture.
I expressed my expectations without hiding them.
âAs I played both of your games, a thought crossed my mind. Combining Mr. Copsonâs design skills and Mr. Nishimuraâs world-building and character design skills could create an interesting picture.â
I made eye contact with both of them in turn.
And I said,
âAt Studio Rewind, we are preparing to establish a new development team. I want to scout both of you and your teams as a whole.â
It was that moment.
âWith this person?â
âUh, umâ¦â
The eyes of the two narrowed.
There was a subtle contempt in the gaze they exchanged.
âHmm.â
âWell, this personâ¦â
âHe doesnât know moeâ¦â
Although only a few fragmented words were casually leaked, it was clear.
âThese guysâ¦â
â¦openly dislike each other.
/RomanceMTL