While Little Meng frantically sent out advance testing invitation codes for the Creative Competition, developers around the world were grinding themselves to the bone.
Over the past few months, they had all gone through a winding and difficult development process.
At the very beginning, they had all been troubled by the same question—
How could they create the most exciting, most fun, and most creative game with the smallest possible scope?
Game developers—or rather, nearly all creators—faced similar choices during the creative process:
There were many things they wanted to make, but because of factors such as energy, ability, cost, market, and audience, they had no choice but to make trade-offs.
What could be done, and what had to be abandoned.
For game developers, this was especially apparent.
Because in their usual development work, any idea they wanted to add to a game required a massive investment of time and money.
Yet the results of those investments were not always good.
So when it came to this, they had long grown accustomed to making careful, miserly compromises.
Not to mention that the Creative Competition had given them such a short amount of time. From the moment their projects began, nearly every team had firmly engraved "control the game's scope" into their minds.
But once they had actually completed the [Genesis Engine] tutorial and begun using it to make their games, they quickly discovered—
There was absolutely no need to limit the scope of their games!
The power of the [Genesis Engine] could only truly be felt once one started using it firsthand.
For development in the Virtual World, this thing was practically a wish-granting machine. A single day's output was comparable to an entire week in the past!
The four months of development time Xu Meng had given them were