From Idler to Tech Tycoon: Earth

Chapter 73: Shifting the Tides



The Hotel room of Rockstar’s representatives didn’t look like a conference room. It looked like a caffeine crime scene.

Whiteboards were cluttered with scribbled equations, flowcharts of mission logic, and production milestones in red marker that had long since passed. Screens flickered with gameplay captures, debug windows, and a looping playlist of internal QA footage. Somewhere near the door, two slices of congealed pepperoni pizza sat untouched on a cardboard lid.

Patrick stood front and center, laser pointer trembling in his hand, eyes twitching behind thick-rimmed glasses.

"Look at this!" he barked. "Pedestrian 1 crosses the street. Car slows. Pedestrian 2 panics. Car keeps moving. It works. Technically. But does it feel real?"

Susan sat at the table, pinching the bridge of her nose.

Patrick didn’t wait. "It’s polished. Polished to hell. But under it, it’s still procedural templates and behavior trees. We’ve hit the ceiling, Susan. RAGE can’t fake soul."

She exhaled. "We’ve thrown four departments at it. Dozens of behaviors, layered randomization, adaptive triggers. It’s better than IV, better than any open world out there... but yeah. It’s not alive. It’s reactive, not generative."

Brendan, sipping from a half-warm mug in the corner, finally spoke up. "It’s not just us. Ubisoft’s AI is still using trigger trees. Bethesda? Don’t even start. Everyone’s bluffing immersion. You want to see something real?"

He tapped his laptop. The screen cut to gameplay from a grainy indie shooter. No cutscenes. No flashy ray tracing. Just brutal, kinetic firefights in muddy trenches. A grenade exploded. One soldier ducked behind cover. Another pulled a wounded teammate back, then laid down suppressive fire. Enemies flanked, adapted.

"This is World War II: Frontlines," Brendan said. "Indie game. Early access. It’s not exactly graphically superior. But the AI..."

Susan leaned forward. "That’s the one with the ’Phoenix AI,’ right?"

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