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35.31% Video Game Tycoon in Tokyo / Chapter 172: The conditions to open the US market

章 172: The conditions to open the US market

If you want to open up the market in the United States, Street Fighter might really have a miraculous effect.

But in the US, the audience for gun and car games will obviously be larger.

So besides Street Fighter, Takayuki also arranged for members of two or three other teams to enter different game developments after finishing the next game.

Gun games can be temporarily put aside until the 3D graphics engine matures and our own 32-bit game console is released.

Cars and sports games can be arranged first.

The Zero Racing game released initially was very good.

A new modern-style racing game can be directly developed from the underlying code of this game, reusing the repetitive racing program code, which can save a lot of effort. This is almost equivalent to the prototype of a game engine, saving repetitive work and time in game development.

If possible, try to get some well-known car companies to authorize it. On the one hand, our game can help promote their car brands, and on the other hand, our racing game can highlight realism.

Takayuki directly assigned this task to Matsuhashi, so that she could also help complete some game development tasks after going to the United States.

As for sports, Takayuki almost didn't hesitate and directly prepared to start with the basketball game Street Basketball.

In the arcade world of his previous life, Street Basketball was not only popular in the United States but also in China.

Because at that time, there was a basketball craze in China, and the main audience was born in the 80s and 90s.

If any arcade hall didn't have Street Basketball, the traffic would inevitably decrease by about ten percent.

In the United States, basketball is almost equivalent to the national sport, second only to American football, also known as football.

And the NBA is always a popular TV show. Although it may not compare with the Super Bowl, it still dominates.

If there is a chance in the future, Takayuki will definitely develop a football game too.

Releasing football and basketball games in the United States, just like releasing baseball games in Japan, is a way to make easy money.

After all the upcoming work was arranged, the employees began to enter into a busy working mode.

This time, the tasks arranged by Takayuki were quite intense, and they could clearly see that the president attached great importance to entering the US market.

And now they all have a sense of belonging in the company, so naturally, they also have the idea of ​​wanting to make a name for themselves in the US market.

So they worked even harder during work.

However, this kind of hard work doesn't feel too tired. On the contrary, it feels fulfilling, as if life is full of expectations.

In this process, Matsuhashi finally packed her bags and boarded the plane to the United States, accompanied by two assistants she had recruited earlier.

Their first priority in the US is to prepare various procedures for starting a company and to recruit more capable programmers locally.

What made Takayuki slightly regretful was that this was a parallel world.

Otherwise, he could directly recruit a group of top American programmers through the familiar names from his previous life.

Such as John Carmack, Richard Stallman, and so on.

Now, he can only rely on Matsuhashi's judgment.

On the Japanese side, the fourth game development team has entered the development stage of Street Fighter.

First, various character illustrations for Street Fighter.

There are already dedicated artists in the company, so Takayuki directly summoned three or four of them to concentrate on drawing various character illustrations for Street Fighter.

Takayuki's requirement was to Westernize them as much as possible, with more than half of the fighters being from Europe and America.

At the same time, some classic characters like Chun-Li and Ryu were directly designated by Takayuki, while the other artists were free to use their imagination to draw, without deliberately adhering to the original Street Fighter image.

Then, Takayuki began to let dedicated composers compose background music for Street Fighter, and in this way, they were busy for a month.

Other employees basically finished their work on time and left work on time. Takayuki didn't encourage overtime culture in his company. In the field of cultural creativity, employees need sufficient rest time to have inspiration. During the rest, they can burst with inspiration, and the next day they can start work more energetically.

But Takayuki himself moved directly into the company.

During the day, he tracked the progress of each team leader's work.

At night, he continued to arrange work for the next day, often working until late at night.

Anyway, it's his own company, so he has to work harder to strengthen himself.

If he were working for someone else, he would probably have quit early.

After a month of such busyness, the second and third game development teams each released a Bomberman game and a new girl dress-up game. Takayuki plans to develop this category in the future. Now it may not show much promise, but Takayuki always doesn't want to easily give up the female player group.

Sometimes they are willing to spend more money, but they lack a sufficient opportunity to be completely fascinated by electronic games. Just wait slowly.

After the second and third development teams finished their research and development work, they also entered into the plan arranged by Takayuki.

Among them, the second team is responsible for realistic racing games, directly named: Need for Speed.

Although the first generation of Need for Speed ​​was actually released after the appearance of 3D games, the SFC can now achieve similar graphics. It's just that it's a bit worse, but that doesn't matter. Anyway, people in this world don't understand Need for Speed ​​at all, so we'll just take the name first.

As for the issue of authorization by car brands, negotiations in the United States did not go smoothly.

Americans have no understanding of Japanese video games and cannot accept free authorization. Later, Takayuki said that if they could pay for authorization, it could also be negotiated.

It's just that those American car companies were asking for a lot. The authorization for car brands started at least $5 million, and they also needed to publicize it to attract other similar game companies to bid together. The highest bidder wins. This made Takayuki directly choose to give up.

At the same time, he noted down these arrogant American car companies in his little book. Although there was no need to retaliate in the future, if they wanted to negotiate authorization cooperation again in the future, they would have to beg him. He needed to assert himself.

Compared to the United States, negotiations with Japanese car companies were much smoother. Perhaps it was related to the increasing popularity of GameStar Entertainment in the crowd. They also realized that electronic games were also a good promotional channel. They were happy to agree to free publicity for their car brands.

In total, negotiations were concluded with three Japanese car companies, which are the three largest car companies in this parallel world.


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