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16.63% Video Game Tycoon in Tokyo / Chapter 81: Competition without interference

Bab 81: Competition without interference

First of all, it's hard to say whether Suirei Electronics' advertising strategy this time will ultimately succeed.

But at least for now, the PN game console, which was not favored by many people before, has once again caught people's attention.

With a full three minutes of advertising, almost all the most exciting content was presented to the audience.

You can sing, you can be entertained, and it seems like there will be many more things to do in the future, showing a high level of expandability.

This product, which was somewhat despised by people before, has regained attention during the two or three days of advertising.

Regardless, the line "possess the same singing voice as a songstress" is quite attractive.

And electronic games also seem to have improved compared to before.

The initial performance of the Red and White Machine was based on an 8-bit system, while the PN game console started with a 16-bit system.

This bit count can be simply understood as a measure of performance, with larger numbers indicating greater strength and the ability to create higher-quality game visuals.

So, the PN game console started off stronger than the Red and White Machine.

However, just like cultural products such as electronic games and movies, the quality of the game console (or camera) itself is not the decisive factor.

What really interests people is the quality of the electronic games (or movies) themselves.

So at the beginning, the PN game console was completely overshadowed by the outstanding games on the Red and White Machine.

Everyone else was producing high-quality products, while you were producing junk. There was no way to compete, even if you had more quantity.

Especially since the PN game console had just been released, and then the Red and White Machine came out with a killer move, making it impossible to start.

It's like starting a game with nothing and facing the final boss. Do you really expect a novice armed with a small shield and a wooden stick to win?

Egawa Ujito, the newly appointed head of the electronic games division, also realized this.

And he earnestly listened to the opinions of engineers and programmers about the Red and White Machine according to his father's instructions.

They didn't know how the Red and White Machine could produce so many high-quality products.

Perhaps it's some kind of magical talent.

Takayuki may not be the original creator of electronic games, but he is definitely a pioneer.

Pioneers usually have talents far beyond ordinary people, and they can even reach the level of being deified.

To create games of the same quality as the Red and White Machine now, it would take at least a dozen people an average of six months to a year to achieve it.

Games like Super Mario 3 would take even longer. The programmers speculated that without a team of over thirty people, plus one to two years, it wouldn't be possible.

Without good games, there would be no one buying game consoles. Without people buying game consoles, there would be even fewer people playing games, which seemed to create a vicious cycle.

So, either make good games, or sell enough game consoles first. With enough consoles sold, selling games would become easier.

Haven't you seen how any random game on the Red and White Machine can sell thirty to fifty thousand copies in the first week?

That's the most direct benefit of selling game consoles.

Since good games couldn't be developed quickly, Egawa Ujito decided to change his strategy.

When he was in the overseas business department, he often did similar things when competing with other overseas giants.

With strong machine quality and performance being welcomed, the first thing to do is to produce a superb advertisement.

In the end, he could always rely on Suirei Electronics' strong technical strength to capture the market, especially in cameras, portable entertainment devices, and other products, where they have a dominant position.

It turned out that this strategy was indeed foolproof.

In just two days, more and more customers went to major stores to inquire about the PN game console.

Many of them had never come into contact with game consoles before, so it was indirectly expanding the audience for game consoles.

The products that were originally rejected and piled up in warehouses by various stores were once again brought out and placed in prominent positions, although still not as good as the Red and White Machine.

The Red and White Machine can sell five to six thousand units per day, while the PN game console can probably start to approach two thousand units. This situation is much better than before.

In addition to the gimmick of being able to sing with the PN game console itself, this time it also comes with several electronic games co-produced by a few well-known manufacturers.

These games have been carefully crafted for about one to two months, obviously much more thoughtful than when three or four games were made in a month before.

Their level and quality are basically in the middle, from playable but no one wants to play, to now being playable and somewhat interesting.

The average price of games is maintained at around three to four thousand yen, generally lower than games on the Red and White Machine, showing that they have a good grasp of reality.

The quality of games on the Red and White Machine is excellent, something we can't compete with. So, we'll sell them at a relatively lower price, and with the decent quality of the games themselves, there will still be people willing to buy them.

Those who originally bought the PN game console had no choice. After seeing that there were new games released for the PN, and they seemed to be much better than before, they were willing to spend money to purchase them.

In this way, it seems that the PN game console is gradually being accepted by people.

But it's still limited to the Tokyo metropolitan area.

On the other hand, the Red and White Machine remains as stable as ever.

Now the daily sales of the Red and White Machine have exceeded six thousand units.

Moreover, the sales in the Kanto region are no longer the highest, accounting for only about thirty percent, and the potential outside of the Tokyo region is beginning to emerge, with seventy percent of the daily sales coming from other areas of Japan.

The Red and White Machine is getting closer and closer to the milestone of one million units sold.

It seems that the popularity of the PN game console this time has not affected the Red and White Machine at all, as if the two have become completely unrelated products.

Takayuki finally brought out the Legend of Zelda, which he had quietly prepared, first showing it to everyone in the company and then letting the representatives of the seventeen third-party companies try it out.

The first generation of The Legend of Zelda is very famous, but it is far from being as earth-shattering as later installments of The Legend of Zelda. Now it's just a brand new IP, and its level of attention may not even be comparable to that of Dragon Quest, which has been selling well for over half a year.

However, internally, The Legend of Zelda has received unanimous praise. Whether it's better than Dragon Quest is hard to say, but this more free feeling is quite nice.

Free exploration, free combat with monsters.

Now that players have the patience and foundation to play role-playing games, Takayuki feels that there shouldn't be much of a problem.

Moreover, players have begun to gradually notice the differences between game development teams.

When the credits roll at the end of each game, the name of the development team is always the first to appear.

Initially, games made by Takayuki himself would usually be labeled as Gamestar Electronic Entertainment, with Takayuki as the producer.

Such games are among the best of the best on the Red and White Machine and are also the best-selling ones.

Then, slightly below are several studios of Gamestar Electronic Entertainment.

The Second Game Development Team, the Third Game Development Team, and the Fourth Game Development Team have all appeared. The First Studio is still a mystery, patiently working on Dragon Quest 2.

Games produced by the Second, Third, and Fourth Game Development Teams are also high-quality, with decent quality, but they are subconsciously defined as slightly lower-level game quality, perhaps due to some stereotypes.

Then, a level below that are the seventeen third-party game development teams, among which the difference in quality has not yet been distinguished, and it's just that different players have different preferences.

And the producer of this Legend of Zelda is Takayuki himself, so with this name, it should also be able to attract some attention.


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