Jason Foster couldn't help but feel a sense of admiration—this really was a top student from Ming'an University!
Of course, a well-made table is useless if the content isn't good; the key is still the details of the new features.
When Jason Foster looked, the entire new version plan had one core feature and three additional features, which basically matched the workload of a typical version.
The key was this core feature. Jason Foster looked at the name: Conquering the Star Sea (Star Sea Battlefield)!
The others had clearly noticed this as well. Brian Clark exchanged a glance with Eric Turner; Eric Turner's eyes were filled with confusion, while Brian Clark's were full of disdain.
Jason Foster was mostly confused as well, so he carefully read through the detailed plan for this project.
"Create a galaxy as a cross-server battlefield for players to engage in GvG combat."
"Players will fight in large-scale battles as guilds, igniting their passion and sense of collective honor."
"Players' combat power will be converted into battlefield strength according to certain rules. Killing enemies, winning battles, etc., will all earn merit points, which can be exchanged for rewards."
"Develop three additional features around this core function..."
Jason Foster quickly understood—this wasn't just a new feature, it was practically a new game!
Previously, in "Mecha Era," the core gameplay was PvE combat, where players formed mecha teams to challenge different levels and earn rewards. There were some simple PvP activities, like the arena, but those were just mock battles using player data, not real-time player-versus-player combat.
Why?
Because this is a game on a smart band! Everyone just plays it in their spare time to kill time—there's no need to make it so complicated.
But looking at William Carter's new version plan, this core feature was something else—not only did it require real-time battles between players, but it wasn't just one-on-one, it was groups!
Redesigning a galaxy, letting everyone control their own mechas to fight others, with the winners occupying planets and earning rewards—it sounded exciting, but... is this still the same game?
And it's hard to imagine how a smart band game could be made into what William Carter described!
As for the other three features, they were all derivative. For example, to do "Conquering the Star Sea," that is, the Star Sea Battlefield core feature, there had to be special rewards, right? Players needed a specific national identity, right? These three features were all designed to perfectly connect the Star Sea Battlefield with the current "Mecha Era."
As for everything else, like art resource requirements, it all revolved around the Star Sea Battlefield feature.
To put it bluntly, the entire new version was about making one feature—the Star Sea Battlefield!
If this feature was rejected, the other three derivative features wouldn't even be considered—they'd all be scrapped together.
Jason Foster frowned; this really caught him off guard. He truly hadn't expected William Carter to plan such a massive feature right from the start—what boldness!
But with so few people now, could this feature even be done? The art team was down to just four people...
So Jason Foster said nothing.
The others also looked at each other; with Jason Foster silent, who dared to say whether this feature was feasible or not?
Brian Clark felt that things were not looking good.
Judging from Manager Foster's expression, he was actually considering it?
He had to quickly think of a solution.
Brian Clark's current position was World Architect, and he had always been the one to make the new version plans before. If Manager Foster adopted William Carter's new version plan, what would happen then?
Eric Turner was the lead designer, and his position was secure—no one could shake him. But Brian Clark's position was a bit precarious.
This new version plan was made by William Carter. If Manager Foster approved it, wouldn't the design document for the core feature also have to be written by William Carter? When it came time to develop the new version, wouldn't all the features have to be pushed and coordinated by William Carter? And when the new version launched, if it failed, fine—but if it succeeded, wouldn't all the credit go to William Carter?
Eric Turner was the lead designer, so it didn't matter to him, but as the World Architect, Brian Clark could very well end up just working as an assistant to William Carter.
So, Brian Clark had to prove there was a problem with this new version plan—either get the proposal rejected outright, or make Manager Foster think William Carter's idea was good but his ability was lacking, so most of the new version would be cut and handed over to someone else to lead.
Eric Turner didn't want to speak first. He glanced at Manager Foster, who also didn't seem inclined to speak, so he looked at Brian Clark: "Why don't you share your thoughts first?"
Brian Clark was more than happy to, and quickly picked up the thread: "Alright, let me share my thoughts."
"I think maybe William Carter is still new to the industry and doesn't see things very clearly yet, which isn't his fault. The idea for this feature is actually pretty good, but the only problem is... isn't the workload way too much? This is basically developing a new galaxy, a new universe, from scratch! With just the people we have on this project, how long would it take to develop this feature? Half a year? A year? Maybe even with overtime!"
"And the key point is, we've never done anything like this before—we have zero experience! Who knows what pitfalls we might run into during development?"