Villain MMORPG: Almighty Devil Emperor and His Seven Demonic Wives-Chapter 978: Adapt

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Villain Ch 978. Adapt

"I think—" Allen began, but his words were cut off as Martin, clearly not in agreement with Lisa, leaned forward and interjected.

"With all due respect, Lisa, I don't think we can base our decision solely on player demand," Martin said, his tone firm but not confrontational. "Yes, the petition has gained a lot of traction, but we have to consider the long-term impact on the game's narrative. The Devil Emperor is the linchpin of our entire story arc.

He's not just any character; he's the embodiment of everything the heroes are fighting against. If we start making him a romantic figure, we risk diluting that role."

Lisa frowned, but she maintained her composure. "I understand your concerns, but we also have to be realistic about the evolving dynamics of our player base. The game has been out for a while now, and the community has grown attached to these characters in ways we didn't fully anticipate. The Devil Emperor isn't just a villain to them—he's become a symbol, an icon.

People are drawn to that, and they want to explore different aspects of his character, including romance. Ignoring that could alienate a significant portion of our players."

Martin didn't back down. "But at what cost? We've spent years crafting this story, developing this world where the stakes are high and the lines between good and evil are clearly defined. If we turn the Devil Emperor into a romantic figure, we blur those lines.

We risk turning him from a fearsome villain into a sympathetic anti-hero, and that could undermine the entire narrative structure we've built."

Lisa's eyes narrowed slightly, her voice gaining an edge. "We're not talking about turning him into a hero, Martin. We're talking about adding depth to his character. Players are always looking for more—they want characters that are multi-dimensional, that challenge them in different ways. A romance angle doesn't have to make him less of a villain; it can make him more complex, more intriguing."

Martin shook his head, clearly unconvinced. "Complexity is one thing, but this could easily backfire. We've seen it happen in other games—where a strong antagonist is weakened by trying to make them too relatable, too human. The Devil Emperor is meant to be larger than life, someone players fear and respect. If we start down this path, we risk losing that edge."

Lisa sighed, her frustration showing. "And if we don't adapt, we risk stagnation. The player base is evolving, Martin. They're looking for new experiences, new ways to engage with the story. If we don't give them that, they'll move on to other games that do. We need to strike a balance here—respect the narrative, yes, but also give the players what they're asking for."

Martin crossed his arms, his expression stern. "There's more at stake here than just giving players what they want in the short term. We have to think about the integrity of the story, the world we've built. If we lose sight of that, we risk turning 'Hell's Gate' into just another game that panders to every whim of the player base.

We've always prided ourselves on being different—on telling a story that challenges the players, not just in gameplay but in how they think about good and evil."

Lisa's response was immediate, her voice tinged with urgency. "And I'm not suggesting we throw all of that away. But we can't ignore the fact that the player base is a living, breathing community. They're invested in this world too, and they want to see it grow in ways that reflect their interests and desires. If we shut them out, we risk losing that connection, that loyalty.

We need to find a way to do this without compromising the story."

They continued to argue while Allen and Kafra could only listen to them. They couldn't give their suggestions or say a word. 'The last meeting wasn't like this,' Allen thought, holding back his cringe.

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Well, Martin and Lisa weren't at the last meeting and they didn't face anything like this at the last one. Both of them were clearly passionate about their points of view. Allen watched the exchange. He understood where Martin was coming from—the story was paramount, and any changes to the Devil Emperor's character could have far-reaching consequences. But Lisa's points were also valid.

The game had evolved, and so had the player base. Ignoring their desires could lead to a backlash that might damage the game's reputation just as much as altering its narrative.

"Ehm!" Kafra, who had been quietly observing the heated exchange, finally cleared her throat to break the tension. Her voice was authoritative, cutting through the argument. "I think both of you make valid points. But we need to find a middle ground here. That's why Allen is here," she reminded them, turning her gaze to him with an expectant look. "What do you think, Allen?"

All eyes turned to Allen, who suddenly found himself in the spotlight. He didn't immediately reply. Instead, he leaned back in his chair, his mind racing through the possibilities. The pressure to find a solution that would satisfy both the narrative integrity of the game and the growing demands of the player base was immense.

"I've been thinking about this a lot," Allen began, choosing his words carefully. "And I understand where both of you are coming from. The Devil Emperor's character is crucial to the game's identity. He's the ultimate antagonist, and changing that dynamic could have serious consequences. But I also see the value in what Lisa is saying—players are invested in this character in ways we didn't predict.

They're looking for more, and we can't just ignore that."

He paused, his fingers drumming lightly on the desk as he gathered his thoughts. "I've considered a middle-ground solution, but to be honest, I haven't found one that feels right yet. The challenge is finding a way to add depth and complexity to the Devil Emperor without undermining his role as the main villain."

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