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77.04% Tycoon of Video Games / Chapter 386: Holding back

章節 386: Holding back

March 2000, Tokyo. A group of high school students huddle around glowing screens in a KiShin internet cafe, their laughter and excited chatter mingling with the electronic hum of their PCs. This scene, seemingly ordinary, reflects a growing phenomenon: the surge of PC gaming and its impact on the industry.

While consoles like the KS2 and SP128 of Suzuki dominated the landscape, PC games were experiencing a quiet revolution.

Unlike their console counterparts, PC games offered a wider variety of genres and experiences. RPGs like "Fallout" allowed players to immerse themselves in vast open worlds, while real-time strategy games like "Warcraft" brought the thrill of commanding armies in epic battles. And who could forget the adrenaline rush of first-person shooters like "Doom" and "Quake"?

But the allure goes beyond captivating narratives and immersive worlds. PC gaming boasts a unique advantage: online connectivity. This opens doors to collaborative adventures, intense competitive matches, and a vibrant community of players connecting across geographical boundaries. The internet cafe becomes a hub for these digital interactions, where virtual camaraderie blooms alongside friendly rivalries.

KiShin's "KP Software" dominated the third-party online gaming scene in the early 2000s. Praised for its features and improvements since its launch, it faced rising competition from Netscape's "Netscape Online Software" and Microsoft's "Retis Software."

However, KiShin's success extended beyond their software. Their reputation as a leading video game developer, with popular titles, drew gamers to their platform. This "synergy" between software and games became a key advantage.

While competitors like Netscape and Microsoft also developed online gaming platforms and even ventured into game development, they lacked the established reputation and extensive game library of KiShin. These rivals recognized the crucial link between software and games and began developing their own titles to attract users.

The European platform "Steam" emerged as another competitor, gaining traction with its unique approach. While Steam initially focused on offering existing games from various developers, it later ventured into creating its own RPGs, further establishing its presence in the market.

This period in gaming history was marked by rapid growth and experimentation. Companies like KiShin, Netscape, Microsoft, and Steam each experimented with different strategies, including platform development, third-party software, and in-house game creation.

While some of these early offerings of these three challengers, particularly RPGs, adhered to the turn-based combat systems established by KiShin, others experimented with different approaches. Similarly, FPS titles from these platforms drew inspiration from existing games like "Quake" and "Half-Life,". Instead of outright innovation, they focused on adapting existing formulas popularized by KiShin.

Their RPGs often leaned towards turn-based combat, a system pioneered by KiShin and familiar to many players. Similarly, their FPS offerings bore similarities to established titles like "Quake" and "Half-Life," with familiar mechanics and settings.

This strategy wasn't without merit. By leveraging established mechanics and narratives, these platforms offered a safe entry point for new players, particularly those drawn to the familiar comfort of KiShin's successful formulas. Additionally, developing within existing frameworks likely helped them minimize development risks and expedite their entry into the market.

However, while this approach garnered them some traction, it also posed limitations. Critics often dismissed their offerings as "cheap copies" lacking in originality.

Shin, our mc and visionary behind KiShin Plays, observed the attempts of rival platforms like Steam, Netscape Online, and Retis Software to compete within the gaming software landscape. While a sigh might occasionally escape him, his perspective was rooted in more than mere competition.

Shin recognized the potential for positive developments within this competitive environment. He understood that rivals could act as catalysts for innovation, pushing the boundaries of the industry and ultimately benefiting players. However, despite offering opportunities, the current efforts appeared stagnant, lacking the groundbreaking advancements he had hoped to see.

Intriguingly, Shin had deliberately held back on releasing certain game concepts, including "Diablo" with its revolutionary real-time combat and other innovative ideas that was new to this world. He did this with a specific purpose: to observe if these platforms, or even independent developers, would independently develop similar groundbreaking concepts. While he patiently waited, hoping to foster organic innovation, disappointment began to settle in.

He realized a decision needed to be made. He could continue waiting, potentially hindering the industry's growth, or he could take the lead once more. Ultimately, he chose the latter path. The release of games like "Diablo" and "Counter-Strike" became inevitable, not out of a desire to dominate, but to reignite the spark of innovation and push the boundaries of the RPG and FPS genres once again.

The arrival of "Diablo" and "Counter-Strike" in the PC gaming scene could potentially trigger a significant shift in the industry, particularly for developers who have adopted a "follow the leader" approach.

Many developers who previously adopted a "follow-the-leader" approach, churning out similar titles based on established formulas, might face a moment of reckoning. The arrival of "Diablo" and "Counter-Strike," with their innovative mechanics and engaging gameplay, could serve as a stark reminder of the potential they themselves held to be trailblazers. And the success of these titles, built upon groundbreaking concepts, could ignite a spark within the industry. Witnessing the positive reception and impact of these games, other developers might be inspired to delve into uncharted territory, exploring new mechanics, narratives, and gameplay experiences.

The industry's focus might shift from replicating existing successes to actively seeking and nurturing innovation. Developers might be more inclined to experiment, take calculated risks, and embrace originality. This could lead to a wider variety of games, catering to diverse player preferences and pushing the boundaries of what's considered possible.


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