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56.26% Video Game Tycoon in Tokyo / Chapter 274: Vision for the future

Capítulo 274: Vision for the future

Regarding the licensing of game engines, benefits have been quietly distributed in Japan, and then they jointly attacked the US market, hoping to prove their abilities through achievements in the US market.

Naturally, Takayuki was also among them.

Before the official release of Doom, several other games supervised by Takayuki were officially released.

However, this time Takayuki only participated in supervision, but did not invest much more energy.

These include two Dragon Quests and one Final Fantasy VI supervised by Takayuki.

As the two most classic RPG games at present, they are well-known both in Japan and in the US.

At their peak, both games could attract nearly overwhelming attention, becoming extremely popular.

As the sixth installment of the Final Fantasy series, its unique world setting and slightly tragic storyline have attracted many players.

However, most players hadn't fully immersed themselves in the world of Final Fantasy yet. They were more like spectators, apparently interested in the story but not to the point of being obsessed.

But next, Takayuki had prepared a big move, a super move specifically targeting these people.

That is Final Fantasy VII.

In the history of Final Fantasy, the seventh installment also holds significant milestone significance, being an indelible memory point in gaming history.

And Takayuki himself had the privilege of experiencing this game, feeling sorrow for the story in it as well.

Now, it was time for him to personally showcase this classic game to the world.

Moreover, this time he planned to invest more funds. In the original world, Final Fantasy VII had a super high cost of over 200 million dollars under the technology at the time, which was a rare high investment game in the world at that time.

And high investment brought extremely high returns, making it a classic for generations.

This time, he wanted to invest more, but before that, he needed to truly complete the formation of the special effects team.

Doom was a test of his own game production capabilities, testing whether he could raise the development level of games higher.

Time passed unnoticed, and it was already June 1997.

After nearly half a year of publicity, Doom was officially launched on the SFC and PC game consoles.

Due to the limitations of the SFC, the actual gaming experience of Doom on the SFC was not particularly good, but it was still a game impressive enough to dazzle players.

On the PC, Doom received an astonishing response.

On the day of its release alone, the PC version sold over a hundred thousand copies of game discs.

And the next day, the number of computers running Doom exceeded one hundred and fifty thousand.

This was a terrifying number.

Even the strongest personal computer system developer, Morgan Group, couldn't achieve such amazing dissemination with their first product.

Doom was like a floodgate bursting open. Any American with a personal computer would consider buying a copy.

And on the SFC side, it was recommended to purchase a keyboard and mouse compatible with the SFC, which would also allow for smoother gameplay of the first-person shooter game.

So, along with peripheral sales, plus the sales of the game itself, first-day sales reached over four hundred thousand.

The publicity effect was excellent, and the overall performance was very satisfactory. It was a very good start.

Players didn't understand why the game was so captivating.

They just felt compelled to buy the game, and once they started playing, they found it hard to stop.

In Japan, acceptance of first-person shooter games was relatively low. Most people still preferred more Japanese-style games, such as role-playing games and easygoing games like Mario.

But in the US, Doom caused a sensation.

First-week sales: two million, with over five hundred thousand copies sold for the PC version and one and a half million for the console version.

In the past, most people regarded PCs as tools for work and study.

Even though some people had begun to see the business opportunities and tried to release games on PCs, they still hadn't made much of an impact.

In an advertising company in the US, a supervisor assigned today's tasks to an employee and then let the employee return to his workstation on his own.

The young man came back to his desk slightly excited, holding a disc in his hand surreptitiously.

Then he carefully opened the disc drive carrying the disc, inserted the disc, and quietly started installing Doom.

The whole process was very discreet, and he tried his best not to attract attention to himself.

When Doom finished installing, he breathed a slight sigh of relief, then removed the disc and carefully placed it in the box for Duke Nukem, then excitedly clicked on the large Doom icon that had appeared on the PC desktop.

Immediately following was a roar of monsters from Doom, and he quickly muted the sound and started playing quietly and surreptitiously.

He thought he could control his desire to play, just playing a little wouldn't affect his work.

However, he had overestimated his self-control.

About half an hour later, a supervisor stood behind the employee with a slightly darkened expression.

He had been watching for a full ten minutes, but the employee showed no signs of noticing.

Finally, he couldn't take it anymore.

"Hey! What are you doing? Have you finished the task I assigned to you?!"

Upon hearing the voice, the employee jumped in his seat, almost losing his soul in fear.

He quickly closed the Doom interface and, while trying to conceal his nervousness, said, "Oh, it's almost done."

"I've been watching you. What's that thing? You weren't working at all just now."

"This... is a screensaver."

"Don't try to fool me. I'm not that stupid. Tell me, how did that thing end up on your computer?"

The employee felt guilty. He had indeed been secretly playing the game, considering it a bit of slacking off at work. Getting caught slacking off at work in the US was embarrassing.

Especially with this supervisor, who looked very strict.

Finally, unable to withstand the questioning, the employee reluctantly took out his Doom disc.

"I don't want to see you doing this again next time!"

The supervisor warned sternly, then took the disc and left the employee's workstation.

The employee stretched his neck and looked reluctantly at the supervisor walking away. In the end, he gave up the courage to retrieve his game disc.

Forget it, I'll just buy another one.

Meanwhile, the supervisor was thinking, "This thing looks interesting. I'll install it on my computer and give it a try."


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