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63.44% Video Game Tycoon in Tokyo / Chapter 309: Face-to-face encounter: A behavior of humiliation or embarrassment

章 309: Face-to-face encounter: A behavior of humiliation or embarrassment

This time it's the real 3D Mario.

Mario 64 was also a groundbreaking game, as it almost laid the foundation for the structure of 3D games.

Through this game, it showed the world the general approach to 3D third-person games.

Then, with the arrival of The Legend of Zelda: Ocarina of Time, it thoroughly established the rules of 3D games, being the pioneer of almost all 3D third-person adventure games.

Of course, the players in this world don't know these things yet. They are currently fully focused on watching Takayuki play the latest Mario 64 on the television.

"This time, with the powerful capabilities of the GS1, our Mario enters the 3D world for the first time. In this world, Mario has more room for expansion, and there are more diverse ways to play."

Takayuki explained to everyone as he played.

In the game, Mario entered Princess Peach's castle through a pipe.

This was the first time the castle was presented in 3D before everyone.

Compared to the Mario 64 from the previous world, the graphical quality of Takayuki's version was noticeably better. After all, the performance of the gaming console itself was already strong enough, and the development team was capable enough, supported by the current technology to fully develop a game.

Through the controller's operation, people finally understood the function of this joystick.

By manipulating the joystick, characters in 3D scenes could move and change perspectives in a smoother and freer manner.

The left joystick moved the character, and the right joystick moved the camera angle. This control logic was very comfortable, much more comfortable than the dry movement of the camera angle with a mouse.

Mouse and keyboard controls might only be more advantageous in real-time strategy and first-person shooter games; in other games, controllers were more popular.

The demonstration lasted for five minutes, covering the initial plot of Mario 64 roughly.

The players were already getting immersed in it, starting to imagine the scenes when they played Mario 64 themselves.

After the demonstration of Mario 64 ended, the face-to-face meeting came to a close.

This face-to-face meeting was exploding with content, even a bit overflowing.

And it's estimated that it would be difficult to have another face-to-face meeting like this in the next five or six years.

Naturally, the players were very satisfied.

Because they had many new games waiting for them to play, which was the happiest thing for players.

After the face-to-face meeting ended, the community's discussion threads started growing explosively.

Those TV users who were mesmerized by the live broadcast quickly poured into the community forums to discuss excitedly.

Some were discussing Need for Speed, while others were discussing Mario 64.

Interestingly, discussions about the GBA were relatively scarce.

Because the new GS1 console stole all the limelight.

While the players were happy, their peers were starting to feel immense pressure.

Gamestar's face-to-face meeting this time could be said to have raised the standard of game development by a large margin.

Previous game development could be considered as just dipping one's toes. Small teams of seven or eight people could start developing games, and the development cycle usually didn't exceed half a year.

However, with the arrival of the 3D era, when GameStar Entertainment's 3D games were released, they truly realized that electronic games seemed to no longer be the small-scale business they used to be.

Among many peers, Hayakawa Ujito and all the members of his department watched this face-to-face meeting at the company.

As soon as the face-to-face meeting ended, Hayakawa Ujito called these people to the meeting room for discussion.

The developers in the department could clearly see one thing: the difficulty of developing games by GameStar Entertainment had greatly increased compared to before.

From this, it could be seen that GameStar Entertainment had probably been preparing for this for many years, perhaps even earlier than people imagined.

In this regard, Hayakawa Ujito was obviously clearer.

Shortly after the SFC was released, he had learned from some internal sources that GameStar Entertainment planned to develop a 3D graphics game console.

That should have been in 1995.

If we count from that time, it took three years to develop the gaming console, followed by simultaneous development of multiple games.

Now, Hayakawa Ujito suddenly remembered something.

That was when the SFC was about to be forcibly open-sourced by the United States, and some game studios of GameStar Entertainment quickly developed some fast-food-style games.

Each game had a small volume, with an average gameplay content of only ten to twenty hours, and of course, a low price.

Having been in the game industry for several years, Hayakawa Ujito judged at that time that the development speed of these games would be very fast.

Especially with the technological strength and number of talents in GameStar Entertainment, the speed would be even faster.

These fast-paced games would not consume too much energy and would not lead to any overtime work.

However, during that time, the employees of GameStar Entertainment began to work overtime.

Outsiders all thought that GameStar Entertainment was frantically producing some cheap fast-food games, preparing to make a final profit.

But from his many years of dealing with them and GameStar Entertainment, Hayakawa Ujito was very clear that the pursuit of the young president, Takayuki, would definitely not be so perfunctory.

It's just that at that time, he only had a vague premonition, but because he didn't get any substantial information, he didn't dare to draw any conclusions.

But now, he could be sure that the busy period of GameStar Entertainment before was all preparation for this outbreak.

For some reason, Hayakawa Ujito felt very happy when he saw such a strong competitor.

It meant that this industry had a brighter future.

So, as long as Sury Electronics developed steadily, electronic games might become one of the pillar industries of the company.

Now, as his father's retirement was approaching, what he needed to do was to try to establish his own team as quickly as possible.

Starting with electronic games.

He needed to find ways to obtain more financial support. Now, he decided to take a gamble, investing more funds regardless of the cost. Success or failure depended on this move.

And Takayuki gave him great confidence; he was confident that his gamble would not fail.

Some American peers were not feeling well at all after watching this face-to-face meeting.

They watched the live broadcast during the day, which directly led to their emotions being very bad throughout the day.

These were the guys who had previously targeted GameStar Entertainment.

Seeing that GameStar Entertainment seemed to be really making a comeback, it was truly uncomfortable.

Most importantly, the speed of GameStar Entertainment's comeback seemed a bit too fast.

The new regulations had just been announced and settled, and GameStar Entertainment immediately followed with a big move, which was somewhat embarrassing for the US Department of Justice.


章 310: Choose an auspicious day

The face-to-face meeting had just ended not long ago, and some people in the United States were already feeling uneasy.

Their first move was to question GameStar Entertainment's capabilities.

They did this by expressing their opinions through media such as the internet, newspapers, and television.

Through their seemingly logical arguments, GameStar Entertainment seemed to lack the ability to simultaneously handle the release of both the GS1 and GBA consoles, let alone release high-quality game content for both consoles at the same time.

In their eyes, this was almost impossible to achieve.

Their arguments did sound logical.

To be honest, even Takayuki himself felt somewhat convinced when he read those reports and articles.

It seemed like GameStar Entertainment might not be as capable as it appeared.

However, at the same time, Takayuki had a strange expression.

Because he knew one thing very well.

There was probably no one in this world who could imagine themselves as a time traveler.

Oh, wait, there were some speculations like that on the internet. After all, netizens have boundless imaginations.

But that was just a joke, and no one believed it.

Any normal company wouldn't have a smooth development path.

They would inevitably face various troubles.

Sometimes it would be internal, and sometimes external.

But Takayuki, because of his foresight from many previous lives, was already familiar with the development trajectory of games. Naturally, he wouldn't easily stray from the right path.

Sometimes, he might not even succeed in deviating from the path because his brain had subconsciously formed a theory of successful game development.

Sometimes a company didn't necessarily have to have rapid growth. Sometimes, even if you just maintained the status quo, you could surpass your competitors continuously, because capitalists who wanted to make money while lying down would always find various convenient ways to make money, and they wouldn't care about the quality of their products at all.

This also led to the explosion of many years of pay-to-win mobile games later on.

Using pay-to-win to stimulate the most fundamental desire of ordinary people, making them unable to stop pouring money in, and ultimately becoming unstoppable.

And yet, GameStar Entertainment could continue to improve itself, never stopping its progress, almost becoming a beacon in the industry.

In this state, the development of GameStar Entertainment had never stagnated.

What you think is impossible, on the contrary, is the most natural thing.

If someone could communicate with the top executives of GameStar Entertainment and they were willing to be frank about some internal matters of the company, they would be surprised to find that Takayuki's direction was almost never wrong.

However, due to the company's strict confidentiality, even in daily life, they rarely disclosed anything related to the company internally, which added a layer of mystery to GameStar Entertainment.

So far, only the filming team from Tokyo TV station had entered the headquarters of GameStar Entertainment to shoot interviews.

And these interview videos mostly contained just a few words, mostly comments on certain individuals and their own work status, with hardly any reference value.

Facing the questioning voices on the internet, newspapers, and television media, Takayuki simply ignored them all.

Those guys' questioning was meaningless now because the eyes of the public were clear.

In the past, perhaps his small company couldn't spread its aroma because the alley was too deep and couldn't attract people.

But now, his company was already a well-known brewery in the streets and alleys. Even blind people could find this target first, so any game or console made by GameStar Entertainment wouldn't lack exposure.

However, this kind of exposure was still limited to some loyal players.

Now, roughly calculating, the total number of players in Japan and the United States had reached close to one hundred million.

After the complete open-source of FC, there was a small wave of hardware sales surge, and so far, more than 87 million game consoles had been sold.

And now, the monthly sales data of FC game consoles still exceeded one million. If we added some special holiday promotions, perhaps by this time next year, FC would become the world's first game console to break one hundred million in sales.

However, compared to the estimated four billion player base in later years, it was still far from enough.

Takayuki hoped to go further.

He needed to find ways to turn more ordinary people into players.

In the original world, even a septuagenarian was playing electronic games, and this was Takayuki's future goal.

To expand the age coverage of electronic games again, let everyone play electronic games, and the era when electronic games would change the world would come.

However, this kind of thing couldn't be rushed. It had to be done slowly.

The primary task now was to stabilize the current user base and then expand the core player group.

Takayuki believed that he needed to ensure that at least more than one hundred million core paying players were his users, so he would have more room to maneuver.

After the face-to-face meeting ended, the page for GS1 was logged into the official website.

There was a more detailed introduction to GS1 on the website.

Takayuki didn't bother explaining those boring data during the face-to-face meeting.

Those things would probably make players yawn even if they listened. They would only care about the most intuitive things: the game graphics, the game lineup, and then the price and release date.

As for performance data and other things, they could just be put on the website for players to see for themselves.

The GS1 used two 32-bit chips to form a new 64-bit game console. Its computational performance was slightly weaker than Takayuki remembered the PS2, but for the game industry of this world, it already had epoch-making significance.

At the same time, this GS1 used a pop-up optical drive as the main receiving medium for games.

This time, the physical format was no longer cartridges, but presented in the form of discs.

The main reason for this was the large capacity of the discs.

After deep customization with the optical drive patent factory, GS1 obtained a cheap disc reader that could read over 2GB.

Moreover, besides being able to read game discs, this optical drive could also read movie discs.

It could be said that if you bought this game console, you could use it both as a gaming console and as an audio-visual entertainment device.

This was equivalent to getting two things for the price of one, which sounded very cost-effective.

As for the price, it was not displayed on the website, only the word 'coming soon' was used as a teaser.

To warm up the game console, the announcement of the price naturally needed to be chosen on an auspicious day.


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