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Game Entertainment Emp

LordLho · Video Games
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11 Chs

11

"Hello, Mr. Chuji."

Chuji's voice came through the phone: "Mr. Turner? This is Chuji, the general manager of Galaxy Network. I'd like to talk to you about the distribution of the game 'The Binding of Isaac'."

"No problem, we can meet in the officially registered game business chat room." Alex smiled.

The development of the gaming industry up to today is highly standardized, encompassing not only the titles and classifications of various occupations within the gaming industry but also carefully handled legal aspects for independent niche game development teams.

For example, the game is officially registered in the official registry. At the same time, business cooperation will also be conducted on a special official chat software. Additionally, each party will have a special lawyer to review the contract and ensure there is no fraud. All conversations between the parties will also be recorded.

"Sure, after that, you'll also need to pay a small administrative fee to the service lawyer and employee."

"Ok, and what about the timing?"

"Is 3:30 pm this afternoon possible?"

"No problem."

After a brief exchange, Alex hung up the phone, and Emily, listening beside him, chimed in: "Who liked our game?"

"It's not one of the big three, it's a not-so-big distribution company, Galaxy Network." Alex hung up the phone and looked at Emily.

"Oh, I see." Upon hearing that the scale wasn't very large, Emily seemed somewhat puzzled.

"Don't be disappointed. Actually, even if the big three came knocking, I wouldn't agree." Alex shook his head and said.

The scale of the big three's resources is unquestionable, but their appetite is also not small.

Small producers like him can say they don't have the right to speak in front of the Big Three.

"If you can, it seems like the big three are already determined to win your game." With a playful slap on Alex's hand, Emily pouted, but then also showed a confused expression, as if something seemed familiar to her: "Here, where the name seems to have been seen."

Alex laughed aloud: "Of course, I've seen this before. It was the last game I released."

"Or them?" Emily seemed a bit strange.

About the gaming industry, Emily didn't know much, but she also knew that Alex's last game caused the publisher to lose a lot of money.

But now that publishers who lost a lot of money are knocking on the door again, what's the deal?

Is the game really good? Let them overlook the flaws of the past; or is it just a vision problem?

But before Emily could ridicule Alex, the phone next to him rang again.

"Hello, is this Mr. Turner? Chou Shoumei, head of the game distribution department at NetDragon..."

"Ok, no problem in the officially registered game business chat room."

Alex hung up the phone, and Emily raised her head again: "Who was on the phone?"

"The big three! The big three network dragons." Alex smiled and leaned in front of Emily, holding her face with both hands: "It's time to eat a little meat, it's uncomfortable to nibble."

"Don't make noise! By the way, this isn't the look of Galaxy Network. Does this game really have potential?" Emily said in surprise.

Though she found it fun, she still played in the middle of the night, but she didn't dare to say how good her eyes were. After all, some of the games she liked often happened on Dafu Street.

I mean, what's the most powerful game she likes, probably the fun on the phone.

"Who stayed up with me until the middle of the night a few days ago, wasn't very confident in my game?" Alex pretended to angrily press Emily onto the couch and said 'viciously'.

"It's not that I wasn't confident, but I didn't expect this. Wasn't it when someone knocked on the door the next day?" Emily defended herself.

"Then I still don't believe it!" Alex smiled and extended his hands.

"Haha, oh, don't make trouble, itchy... ah... the phone... the phone rang again." Emily, who was blushing, tapped Alex's arm and pointed to the vibrating phone next to the doorbell.

The person on 'Exit' was a horse, Alex held Emily and connected his phone.

"Hello, I'm the head of Tenghua Games, responsible for the independent game publishing department. I want to talk to you about the possibility of cooperation for the game 'Binding of Isaac'."

"Tenghua wants in too!" Emily fell silent, listening intently, her eyes widened. They're interested too?

"Ok, at three in the afternoon, in the officially registered game business chat room, is that alright?"

"No problem."

Alex repeated the same words and hung up.

After ending the call, Emily was very excited and looked at Alex eagerly: "Tenghua wants in on this game too?"

"Don't get too excited. Didn't you tell me before? It'll probably be hard for the big three to accept our terms, and Tenghua is unlikely to change them because of our game." Alex was clear and understanding.

"You're not bragging, are you? You're serious!" Emily was surprised at the response.

"Do you always think I'm bragging?!" After hearing Emily's surprise, Alex frowned.

Alex has full confidence in "The Binding of Isaac" as an excellent game in his dream memory, but he's also realistic about its limitations. He recognizes that in front of the big three companies, his game may be considered excellent but not unique.

Without the protection of official regulations, it's possible that, almost immediately, using the code bases and material libraries of the big three companies, a game with the same gameplay, and even better performance, could be created. Whether in interface, art, music, or physics, the risk of being copied is real.

Creativity in gameplay is the most valuable treasure of a game but also the most vulnerable to imitation. In Alex's dream world, he has seen companies achieve success by copying original ideas and relying on the power of capital to establish gaming empires.

So, while he trusts in the potential of his game, Alex is aware of the challenges he faces in the competitive gaming market.

Fortunately, relevant laws and regulations provide game creators with considerable protection against authoritative imitation companies in the gaming world.

In recent times, it has been rare to find effective protection for creative gameplay, especially for creators who rely on that creativity as their path to success.

I have witnessed games where developers invested time and effort for one or two years, only to be suppressed by capitalized imitations shortly after release.