I Forged a Gaming Empire
Chapter 48

Subsequent Updates

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The subsequent updates aren't extensive either, mainly covering a few aspects.

First, adding entirely new game modes and strengthening social elements.

Just like "Soul Knight" in my past life, there are tower defense modes, endless modes, and social forums, among other things.

These can't be missed.

Beyond that, a leaderboard is a must—it satisfies players' competitive instincts.

This exists in most games.

For example, online games, mobile games, PC titles, indie games—it's a staple.

The reason is that almost all players want it.

It's just that in mobile and online games, developers amplify the leaderboard's role, turning it into core content.

Take a player in "Soul Knight" who gets absurdly lucky in one run, getting everything they want.

At that moment, what they most desire is to tell others and show off.

So building a community and enhancing the game's social aspects is crucial.

At the same time, the game's depth needs to be highlighted.

Keep in mind, even a simple game like match-three has its own unique content.

To maintain a game long-term, depth is essential.

Second, establishing a MOD repository.

This is relatively straightforward—basically, opening up some permissions so players can re-create existing art, stats, levels, and so on within "Soul Knight."

A clear example is fan fiction in web novels.

Of course, there's a restriction: MODs can't involve monetized elements like characters or skins, otherwise "Soul Knight's" revenue would tank.

Another idea Wang Chuan favors is a speedrun mode.

Players can compete in 1v1, 2v2, 3v3, 4v4 matches.

With randomly generated levels and the same talents or weapons, players face off in teams within identical rooms.

But there's a catch: players must choose between picking up a gun or a talent—they can't have both. It's a choice.

Then the two teams compete to see who clears the level faster.

This also leverages "Soul Knight's" class system.

Because regular characters and paid characters are all different.

For instance, the Knight class players start with—purely in terms of damage output—is definitely top-tier.

With both guns firing simultaneously, the Knight dishes out the most damage.

It's practically a turret.

But in this mode, the team's energy bar is shared.

The opposing team could pick a tank, like the Paladin.

Using skills to convert bullets into energy.

Of course, Wang Chuan can't guarantee this new mode will succeed.

But in his past life, similar modes were used in many games with decent results.

Even if it fails, the social features mean it won't be a loss.

Besides, failure won't hurt "Soul Knight" much.

It's just an unpopular mode added.

But never adding new content—that's the real death knell for a roguelike like "Soul Knight"!!!

Before you know it, "Soul Knight" has been live for about a month.

The game that once rampaged wildly has seen its metrics start to settle.

Over this month, players of "Soul Knight" have widely become organic promoters.

This has made "Soul Knight" one of the hottest games this year.

It's even close to becoming a phenomenon.

As for the media online, after seeing Wang Chuan and Tian Boxun at peace, news about their conflict no longer draws much traffic.

So they've shifted topics to other areas.

Like "Soul Knight's" standout achievements, or Wang Chuan's game design philosophy.

Many game producers, media outlets, and influencers have started analyzing and reviewing "Soul Knight" on gaming forums.

Just like with the original game, "The Stanley Parable," they dissect everything from art style, level design, stat analysis, to the UI interface.

From every angle, they analyze where "Soul Knight" succeeded.

Although the Roguelike game system in this world isn't fully mature yet, with Soul Knight already out as a finished product, so many producers analyzing it were bound to find something.

Wang Bisheng, a veteran producer at Net Entertainment, published an article.

In it, he delved deep into Soul Knight and summed up two key points.

First, it had to be random. Every time a player entered the game, it would be a completely fresh start—all the levels, monsters, and treasure chests would be brand new.

It made every playthrough feel like the first, keeping the novelty alive forever.

Second, every decision a player made in the game, whether success or failure, couldn't be undone. Simply put, there was no taking back a regret.

So, with each time being the first and also the last, it was like life itself.

As a result, players got even more immersed in the game.

Wang Chuan had to admire that. Those two points were truly the core of Roguelike games.

He had to admit, this world still had some talented people!

Beyond that, some game studios had already started trying to develop games similar to Soul Knight.

Just like when The Stanley Parable blew up.

Whenever a game took off, these studios would jump on the bandwagon, churning out similar titles to cash in big.

Instead of developing their own original games.

Wang Chuan didn't have much to say about their behavior.

Why would he meddle in their affairs?

He'd rather spend that time handling his own business.

Besides, Soul Knight had already achieved outstanding results.

It had perfectly fulfilled the mission Wang Chuan had given it.

Oh, and by the way, among the games that had copied The Stanley Parable, the one still doing best was Ili's Parable.

As for the others? Their hype had mostly been stolen by Soul Knight.

Quite a few had gone cold.

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