Game Creator System [LitRPG]

41 – New Rank



Honestly, I thought this update would serve more to bring the attention and focus of Players who have already played Runestone back to the game, but I was surprised by how many new Players were downloading and trying Runestone.

In the evening I got curious about this and went online to find some comments to find out why.

[I thought it was just another game to get stronger, but dude... the False Neurological Feedback thing is surreal.I thought I'd only have access to something like that once I'd climbed the ranks a few times].

[I downloaded Runestone thinking I'd play for half an hour at most after my friend kept sending me his invitation code over and over again.The next thing I knew, I'd been playing for hours while running to the quest board to see what rewards I'd won!]

[The rewards system this game uses is very interesting!Even if I don't want to compete for points with other Players, I'll still earn points to redeem rewards... that was so much FUN!]

[Is there any difference in the application of False Neurological Feedback for Players who play as a Mage or Healer in the game].

---- [I was also in doubt about this, the class I'm developing in the real world is that of an Assassin, would it be better for me to play an Archer instead of a Warrior?Or is the use of False Neurological Feedback in both the same?]

The Players' reaction to the Battle Pass engagement method was exactly what I imagined would happen.

'In my past life I played games I didn't even like because I wanted to earn Battle Pass rewards even though I was already used to this system, dealing with Players who had never seen anything like this and were experiencing it for the first time I was sure it would hook them hehe.' I laughed as I read the comments.

The doubts that Players were having about the growth that each new class would have was the kind of silly question that happened in every game.

Even though it was explicitly explained in the patchnotes I released with the update, obviously many players wouldn't read it and would go online and ask, hoping for an easy answer from someone who had taken the trouble to read it.

That's why I didn't even bother answering that kind of question and left it to other Players to answer.

Another new feature that came with the update that was being used a lot was the group system!

The groups in Runestone could fit up to 15 people, which led to several group taverns springing up, some already full with 15 people, others being divided by just 2 people, but everyone was extremely happy with this update.

With my Admin rights I was able to snoop around these taverns and see how the Players were reacting to it, and everything was going very well.

Most of the Players were just chatting and having fun with friends.

Strange was when I went into a tavern where there were only two people and realized that the two people were having a good time, but the way they were having a good time was not the way taverns were intended to be.

Apparently these two Players were dating long-distance, living in different cities, so they took advantage of Runestone being able to see each other in person in a realistic way and took the opportunity to have more... intense conversations.

'Luckily this is just a game...' I thought relieved.

The limitation of this being just a game was that the game copied the clothes the Player was wearing in the real world as long as the clothes covered a certain percentage of the Player's skin, and if the clothes worn in the real world were more revealing than allowed, the Player's clothes would automatically be changed to the game's default clothes.

I had to do this when developing the game to prevent exhibitionist freaks from playing naked and trying to find an audience for their fetishes in my game.

And since Runestone didn't convey the sensation of touch, there was no way for Players to cross physical boundaries in their actions.

Sure, every Player was of age, so if they wanted to be like this couple who met in a private tavern to talk about the hottest things, I wouldn't stop them, after all it was just words.

I just didn't want to allow physical actions like that to happen in the game to avoid future complications.

After spying on a couple's tavern in the middle of such an intimate conversation, I felt a bit bad about what I might find and didn't try to see what was going on in other taverns anymore.

'The game already has enough limitations for them not to do what I don't want them to do, so I won't need to look from tavern to tavern to find out what they're doing...' I thought as I wiped an imaginary bead of sweat from my forehead.

Putting that aside, I returned to the real world and looked at the game stats on the computer screen with satisfaction.

The growth of the game was very good, with almost all the Players who had already downloaded the game coming online to try out the changes in the update.

Looking at the money that so many online Players were generating for me every hour, I was getting excited.

'I think I'll be able to buy the next Game Core next weekend...' I realized as I calculated how much money I had now and how much I would probably earn over the next few days.

As I limited my use of my money to the maximum, I was only living on the minimum, sure, still buying quality food, but limiting any kind of spending on luxury goods that I would have.

Even though I was earning a lot of money, my cell phone still wasn't the latest cell phone on the market, my computer was satisfactory but also not the most powerful on the market, my house had nothing but a bed, a fridge, a stove, a shower, a computer and a barbecue grill.

I had a lot of empty space where I lived, something that was constantly preventing me from considering this new house as my 'home'.

As I intended to live here for a long time, as soon as I bought the new Game Core my priority would change from just saving money to starting to spend my money decorating my house and making it more cozy.

-

The next day, after waking up and washing up, I rushed to the computer on the kitchen worktop and looked at the game stats.

I wanted to see how impactful the update was on the game compared to the development of it in the previous days.

'I'm even more excited that the game has been approved on the California Federation's website for wider release to the state's Players... that should have a big impact on the Player base too! ' I thought excitedly.

|-----------------------------------------

| Game Status: Runestone

|-----------------------------------------

| Total Players: 12,870 -> 18,018

| Average Players Online (24 hours): 8,777 -> 11,410

| Game Rank: Rank F

| Mana per Hour (Players): 1 unit

| Mana Stored in Game Core: 2,185 -> 2,669 units

| Mana Yield (24 hours): 526 -> 684 units

| Conversion Rate: 80% (New players who become regulars)

|------------------------

| Available Cards: 240 (Common, Rare, Epic and Legendary)

| Cards Used per Match (Average): 17

|-----------------------------------------

'Woah! ' I was shocked to look at the increase in numbers. 'Although I imagined that the game would have a big growth, I didn't imagine that the average number of online Players would go up by around 30% and the total downloads would go up by around 40%!'

Previously, the proportion of average Players and total Players grew in parallel, because the Players who played the game previously were mostly more experienced F Rank Players who had enough Mana to spend a lot of time in the game.

Now that the game was public on the Federation's website, among the new Players, a large proportion were people who had little Mana and could only play a few hours a day, which meant that the time they could play per day wasn't very high and that the average number of Players online didn't grow as much as the total number of Players.

But that was still satisfactory.

Even if the average number of Players only grew by 2% a day, over time that figure would still be monstrous, let alone while it's still so high that it grows by 30% in a single day!

With so much Mana accumulated in the Game Core, I was getting confident that it might actually evolve faster than I had imagined?

With how fast the game was developing, I was curious to see how it ranked on the Federation's website.

The Federation Website had several different ranks, a general Stats Rank of all the F Rank games on the site, smaller Ranks dividing games by training categories, Ranks based on some other criteria, or the Rank I was currently in, the Rank for New Games.

The New Games Rank was nowhere near as popular as the site's main Rank, but it was already more popular than my college's Rank.

When Runestone was approved for the site two days ago, my game was in the Top 10 of the New Games F Rank.

The other games were all games by big Game Creators F Ranks, or even games by higher Rank Game Creators trying to make a game to evolve the Game Core.

Being in the top 10 most popular New F Rank Games released recently was a great achievement.

But with the game's update and the huge increase in the number of Players the game has had recently, I was confident that I had moved up a few Ranks.

1st - [Arrow Rain Dodge Training!]

2nd - [Sandstorm Swordfighting Training!]

3rd - [Precision Aim Training with Moving Magic!]

4th - [Reflex Training in Illusory Labyrinth!]

5th - [Training for Quick Blocking against Explosive Blows!]

6th - [Training for Surprise Attacks in Enchanted Forest!]

7th - [Runestone]

8th - [Freezing Field Quick Defense Training!]

9th - [Training...]

Just from the titles of the games in this Rank you could see the difference in the quality and investment of the Game Creators when making these games.

While the games in the college competition were just simple workouts with no big draw, not only were the workouts proposed in these current games more complex and creative, but Game Creators used other ways to attract Players.

For example, the Rank 1 game must have spent a few thousand MP to develop a training that simulated a rain of arrows and did it in a productive way so that Players would actually get better at dealing with it.

The Rank 2 game must have used thousands of MP to develop a realistic desert and a well-made sandstorm to attract Players to train in this environment.

The Top 4 and Top 6, on the other hand, invested a lot of MP to develop the setting for a Labyrinth full of illusions or an enchanted forest with various traps and beautiful scenery.

Even if they didn't focus on the Players' enjoyment directly, these Game Creators still knew how to attract Players with beautiful visuals and interesting things to keep them playing as long as possible.

'Runestone moved up to seventh place!' I was thrilled to see that.

Moving up 3 places in just 3 days was already great! The higher my rank, the more visibility Runestone would get and the more it would grow.

The Rank 1 game had over 30,000 Players online playing it now, which may seem like a very large and challenging number for me who was competing with a Game Creator who was promoting this game of his on several other games he had published, I was confident that I would be able to pass this game of his in no time.

The problem was that while I was thrilled to see my game climbing the rankings so quickly, there were people who weren't so pleased to see it...

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