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Video Game Tycoon in Tokyo-Chapter 935: So That’s How It Is
Chapter 935 - So That's How It Is
When it came to Assassin's Creed: Revelations, most players initially felt that it didn't offer a significant leap forward compared to previous entries.
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But during gameplay, they found it incredibly addictive—something about it pulled them in, making them lose track of time.
Confused, players began discussing online what exactly made this game so immersive.
Around this time, a video appeared on Facebook's video platform.
"Technical Details of Assassin's Creed: Revelations – A Groundbreaking Innovation"
Recently, there had been a noticeable rise in Assassin's Creed-related fan creations.
Many players started recording the procedurally generated side stories involving NPCs and uploading them online.
Even a short, random story clip was enough to attract a lot of attention.
And the most striking part? These stories almost never repeated. Every player could find their own unique and interesting content in Revelations.
...
Soon, Assassin's Creed-related fan-made videos began dominating the gaming section of Facebook Video.
Views surged alongside this trend.
Some creators even started filming fully structured stories using the game itself.
Each story would run around 20–30 minutes, and the game's visual performance supported it quite well.
Anything longer wouldn't work, though—due to current AI limitations, longer sessions could strain the hardware or lead to incoherent storytelling.
That's why each side quest maxed out at about one hour of content, with 20–30 minutes being ideal.
If it ran too long, the AI's generated events could become illogical. At that point, the game's built-in filtering system would automatically terminate the narrative thread to avoid serious bugs.
Amid this sea of fan content, a technical breakdown video of Revelations initially didn't stand out.
But gradually, people started to take notice.
The creator of the video was an experienced game developer who had recently left a company to start his own indie studio with two or three others.
While taking a break, they decided to try Revelations—and were instantly hooked.
Before they knew it, they were blown away by the technology behind the random NPC stories.
So they began analyzing the game's data files using their own skills, and eventually identified the core mechanism responsible.
"Hello everyone, I'm Jin Klei, an independent game developer. I imagine most of you have already played Assassin's Creed: Revelations. If you haven't, you probably wouldn't even be seeing this video. But for those who have, you've probably noticed how lively the NPCs in this game feel, right?"
"I want to say that this could be a game-changing technology. After all these years, Gamestar Electronic Entertainment is still bringing new vitality to the gaming industry. I seriously envy the people working at such a creative company—they must really enjoy going to work every day."
Jin Klei's admiration was evident, though he quickly returned to a more serious tone.
"Back to the main point: this time, Gamestar has introduced a technology so impactful that it could stand alongside innovations like the analog stick, third-person over-the-shoulder view, first-person shooter mechanics, or motion-sensing gameplay."
Jin Klei became increasingly excited as he continued.
He began breaking down the technical features of Revelations in simple terms.
The gameplay itself wasn't anything revolutionary, though the level of detail was impressive.
But it was the random NPC stories that elevated the entire experience.
Jin tried to explain the technology in layman's terms, though he admitted he only had a basic understanding—he didn't yet realize the tech was actually a branch of AI training.
"Many of you probably noticed your PCs or consoles going into overdrive when running this game. The fans go wild, and the systems operate at near full capacity. That's because the game is using the CPU and GPU cores to constantly calculate the behavior of nearby NPCs.
These behaviors are highly randomized, but with enough constraints to avoid seeming too unrealistic. The result? A game world that feels incredibly alive."
"Basically, the better your hardware, the more 'real' the world feels around you. That's why some players can breeze through the main quest without seeing much variety—while others experience what feels like an entire living, breathing world."
"I don't fully understand what this tech is, but I do know it relies on heavy real-time computation, and the result is a far more immersive game. So if you really want to experience this game at its fullest, I'd recommend upgrading your system. And I wouldn't be surprised if Gamestar Electronic Entertainment announces a next-gen console soon—one built specifically to support games with this kind of technology."
The video ran for about 20 minutes, going into extensive detail.
But since Gamestar hadn't publicly shared specifics about the technology, Jin could only provide partial insights.
Unless you were a top-tier company like Surei Electronics, with teams of senior engineers reverse-engineering the game code, it would be hard to fully understand how Revelations pulled it off.
Still, even partial explanations were enough.
The realization that a new technology was at play only elevated Gamestar's already legendary status.
And around two weeks later, as the video went viral, PC hardware vendors noticed something surprising.
More and more customers were asking for high-performance builds—systems with lots of CPU cores and GPUs with large memory buffers.
Because, according to Jin Klei's video, Revelations demanded significant computing power, and the better your system, the better the experience.