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Chapter 289 - Chapter : 287 : Is Going To Bankruptcy Again

After the news surrounding "Assassin's Creed" and "Warcraft" was officially confirmed, players who had been closely following PixelPioneers Games were greeted with two more exciting announcements.

First, the PC version of "Yu-Gi-Oh!" officially launched.

Second, the highly anticipated DLC "Snake Eater" for "Metal Gear Solid: Phantom Pain" was finally unveiled with its first official promotional trailer.

The arrival of "Yu-Gi-Oh!" on PC came as no surprise to most players. After all, PixelPioneers Games had already held an official vote asking fans which titles they wanted to see brought to the platform, and "Yu-Gi-Oh!" had been one of the clear favorites.

The real surprise was the long-awaited DLC for "Metal Gear Solid: Phantom Pain." Ever since the hidden ending, players had been eagerly waiting for more information. Although John occasionally teased development progress through his personal post with reassuring comments like, "Don't worry, we're still hard at work," those vague hints only fueled fans' curiosity.

His habit of dropping tiny pieces of information while carefully avoiding any real spoilers made players even more edgy. It felt as though he was trying to reveal just enough to keep everyone interested while desperately protecting every development secret.

Combined with PixelPioneers Games' recent marketing focus on "Yu-Gi-Oh!", many players had almost forgotten that "Snake Eater" was still in development.

The newly released trailer quickly reminded everyone why they had been waiting. Unlike "Metal Gear Solid: Phantom Pain," which relied heavily on long, uninterrupted cinematic shots, "Snake Eater," directed by Luna, adopted a much faster-paced presentation. Rather than emphasizing lengthy tracking shots, the trailer focused on tightly edited action sequences, emotional confrontations, and explosive character conflicts.

The result was a presentation that felt remarkably similar to a Hollywood blockbuster, immediately igniting players' excitement. Intense firefights, massive explosions, high-speed vehicle pursuits, and spectacular scenes featuring the destruction of an enormous ocean bridge combined to create a visual feast. Every shot showcased an impressive level of cinematic polish and production quality.

The trailer also cleverly intertwined scenes from the ending of "There Is No Core in the World," especially the mysterious conversation between The Boss and Snake within the sea of flowers. Those brief moments raised countless questions about the relationship between the two characters while revealing almost nothing, making them an incredibly effective hook for the story. It was exactly the kind of carefully crafted suspense that players loved.

According to official information, the complete DLC would offer more than sixteen hours of gameplay. That lengthy campaign explained why development had taken so much time. Although it wasn't as large as the base game "Metal Gear Solid: Phantom Pain," it was still substantial enough to rival many standalone releases.

Unlike previous PixelPioneers Games expansions, however, "Snake Eater" would not be free. The DLC would launch with a price tag roughly equivalent to the cost of a small standalone indie game. That pricing decision immediately became one of the hottest discussion topics among players.

"DLC is paid this time? Weren't all the previous DLCs for 'The Elder Scrolls V: Skyrim' free? Why the sudden change?"

"That's it! PixelPioneers Games has changed! My favorite developer is charging for DLC now!"

"I seriously thought this DLC would be free. Looks like those days are over."

Since most previous DLC released by PixelPioneers Games had been free, many longtime fans initially found the decision difficult to accept. Even so, an even larger group of players remained unconcerned. As long as the content justified the asking price, they were more than willing to support it.

"What's wrong with paid DLC? Almost every major AAA developer charges for expansions nowadays. Besides, this is practically an entirely new game built on 'Metal Gear Solid: Phantom Pain.' Some companies charge full AAA prices just for cosmetic outfits. Here we're getting a 16-hour campaign for the price of an indie game."

"Let's wait until release and judge whether the content is worth the money."

"Stop talking and open pre-orders already! My wallet has been ready for weeks!"

Overall, most players accepted the paid DLC model. Judging from everything shown in the trailer, "Snake Eater" appeared to contain more than enough content to justify its price.

For John, however, charging for the DLC had never been the original plan. It was ultimately a practical business decision. Unlike the free expansions released for "The Elder Scrolls V: Skyrim," the development cost of "Snake Eater" was dramatically higher.

The DLC featured a large number of real-time rendered cinematic cutscenes, entirely new environments, upgraded visual assets, additional character models, and countless newly created animations. Every one of those features required a significant investment of both time and money.

Although "The Elder Scrolls V: Skyrim" also introduced brand-new regions through its expansions, many existing environmental assets could be reused thanks to the game's consistent fantasy setting.

That wasn't possible for "Snake Eater." A tremendous amount of artwork had to be recreated from scratch while still maintaining complete compatibility with the existing gameplay systems of "Metal Gear Solid: Phantom Pain."

After calculating employee salaries, outsourced art production, voice acting, motion capture, and numerous additional development expenses, the total investment for the DLC alone had reached a staggering number. Compared to the development cost of "The Elder Scrolls V: Skyrim" expansions, the difference was enormous.

There was another reason as well. Constantly releasing every DLC for free wasn't necessarily healthy for PixelPioneers Games in the long run.

After several private discussions with Armani, John had come to understand that concern even more clearly. Armani believed that players were simultaneously the most loyal supporters and the least predictable audience.

A single outstanding game could transform players into lifelong fans of both the developer and its creators, but one poor business decision, or even one misunderstood decision, could instantly turn that goodwill into criticism.

Because of that, the company shouldn't allow players to develop the expectation that every future DLC from PixelPioneers Games would always be free. Even if an expansion was sold for the price of a modest indie game, or even less, it was healthier to establish reasonable pricing expectations now rather than create unrealistic standards that would become increasingly difficult to maintain.

John ultimately agreed with Armani's reasoning. Instead of giving away every expansion, PixelPioneers Games could continue rewarding players through other methods, such as generous pre-order discounts, loyalty discounts for owners of previous titles, seasonal promotions, and bundled editions.

For example, players who pre-ordered "Metal Gear Solid: Phantom Pain" had already enjoyed significant discounts, while owners of "Metal Gear: Original Burst Point" received additional purchase benefits.

Even after buying the "Snake Eater" DLC, the total amount players spent remained comparable to, or even lower than, the price of many AAA games offered by other publishers. Naturally, ordinary players knew nothing about these internal discussions.

Even many industry professionals struggled to understand the reasoning behind PixelPioneers Games' sudden shift in business strategy. As a result, another rather amusing rumor quickly spread among the company's most devoted fans.

"PixelPioneers Games must be running out of money! First they start charging for DLC, then they release 'Yu-Gi-Oh!' on PC. Did the VR version cost way more than they expected?"

"Honestly, it's possible. The VR player base isn't that large, and 'Yu-Gi-Oh!' is incredibly generous, as I haven't spent a single cent yet. Between Story Mode rewards and daily login bonuses, I've already built another complete deck. Counting the starter decks, I can freely switch between four different decks."

"I bet the development budget for 'Yu-Gi-Oh!' was close to a hundred million US Dollars. The graphics and VR optimization are absolutely insane."

"And don't forget the promotional events and the anime produced. That kind of marketing burns through money like crazy."

Amid countless comments from worried yet passionate fans, the discussion rapidly climbed to the top of trending topics across Social Tap.

At the same time, Armani, who was responsible for expanding PixelPioneers Games' market presence and overseeing promotional campaigns, immediately noticed the growing public discussion.

The company's marketing department quickly responded, steering the conversation away from exaggerated rumors about PixelPioneers Games supposedly heading toward bankruptcy because it had "too much conscience."

As a welcome side effect, discussions surrounding both the "Snake Eater" DLC and "Yu-Gi-Oh!" surged across social media, rapidly becoming two of the hottest trending topics of the week.

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