下載應用程式
92.01% Tycoon of Video Games / Chapter 461: WoW success

章節 461: WoW success

Shinichi and his friends were riding the wave of excitement generated by the recent release of KiShin's MMORPG, "World of Warcraft" (WoW). In just a few days since its launch, WoW had captivated a vast number of gamers across Japan, a country where the RPG and MMORPG genres have long been beloved. Given WoW's intricate world-building and engaging gameplay, its rapid ascent to popularity among Japanese gamers was hardly a surprise.

"Let's group up again later and level together!" Arnold suggested eagerly to Shinichi and the rest of their crew.

Shinichi, Arnold, Satoshi, Ryo, and Takeshi had already experienced the joys of teaming up in WoW, making their way through its expansive universe side by side. Thanks to KiShin Play Software's (KPS) integration, their in-game and KPS friend lists were synced, showing which friends were online and their current levels in WoW, making it easier to form a party and embark on adventures together.

"Since most of us hit level 20 yesterday, how about we tackle the Wailing Caverns dungeon later on?" proposed Satoshi.

"That sounds like a plan. It should be easier to level up there as a group," agreed Ryo, nodding.

"I tried venturing there solo when I was around level 17, but it was pretty tough," Takeshi admitted.

"That's because you went alone," Arnold laughed, reminding Takeshi of the benefits of their teamwork.

Their banter and planning filled the air with anticipation for the next in-game session.

Shinichi chimed in with the group, feeling a mix of relief and secrecy. He felt somewhat lucky for not having used the KPS account that was already set up on his family's home computer to play WoW. If he had, his friends connected through KPS might have discovered that he had managed to level a character up to 35, a feat made possible by his early access to the game at home—a perk of being in the Suzuki household.

But now, since Shinichi chose to use his main KPS account on the computer in his room, his game level was the same with his friends'. This decision kept his advanced progress a secret, allowing him to enjoy the game at the same pace as his friends without revealing his early head start.

---

The KiShin team responsible for "World of Warcraft" (WoW) dedicated significant effort to extensive market research prior to launching the game on a global scale. Understanding that gamer preferences vary from region to region, they needed to gauge interest levels across different demographics, particularly in the US and Europe. This involved not just translating the game's text into multiple languages but also potentially modifying cultural references to resonate better with diverse player bases. This meticulous process, crucial for ensuring the game's international appeal, could naturally extend over several months.

Additional considerations included legal and regulatory compliance in different countries, which could vary widely in terms of content restrictions and online interaction rules.

However, KiShin, being an industry leader with extensive connections and resources, was in a unique position to expedite some of these processes. Leveraging established relationships with global distributors and utilizing their experienced localization teams, KiShin could streamline the translation and cultural adaptation phases.

KiShin had already established a global network of servers due to the success and reach of their KiShin Play Software (KPS), a third-party solution enabling multiplayer capabilities for PC video games. This existing infrastructure provided a solid foundation for the seamless introduction of "World of Warcraft" (WoW) into various markets around the world.

However, the launch of WoW required more than just leveraging existing servers; it necessitated a specialized setup to cater to the unique demands of a massively multiplayer online role-playing game (MMORPG). Therefore, KiShin embarked on further expanding and optimizing their server network specifically for WoW. This entailed not only increasing server capacity to handle the expected influx of players but also ensuring that these servers could maintain the game's immersive experience by supporting the vast, dynamic worlds and real-time gameplay without lag or interruptions.

The dual approach of utilizing KPS's existing framework while also establishing dedicated WoW servers allowed KiShin to expedite the game's global rollout. This strategy demonstrated the company's foresight in leveraging existing assets while also investing in necessary expansions to meet the particular needs of a new and ambitious game like WoW.

KiShin's proactive measures ensured that players worldwide would enjoy a stable and responsive gaming experience, this initiative alone highlights how the WoW team is upholding KiShin's dedication to excellence and maintaining its status as a frontrunner in the video game world.

The gaming industry watched in awe as KiShin's "World of Warcraft" (WoW) quickly became a monumental success. Other video game studios, both competitors and newcomers alike, took note of the game's impressive estimated sales— 45,000 units in just a matter of days, with each copy priced at 49.9 dollars, equivalent to approximately 6,200 yen. The total revenue, an astonishing 279,000,000 yen, was a testament to the game's immediate success and KiShin's significant profit from the launch.

Competing studios and industry insiders were both impressed and concerned by these numbers. They saw KiShin's triumph not just as a win for one company but as a landmark moment for the MMORPG genre itself. The success of WoW signified a growing demand for immersive, expansive online worlds, and many studios began to reassess their current projects and future plans in light of this new market trend.

Conversations within the industry shifted towards the elements that made WoW so captivating: its vast, open-world design, rich storytelling, and community-driven gameplay. Developers and executives pondered how they could incorporate similar features into their own games or whether they should explore partnerships with KiShin to leverage their now-proven expertise in the MMORPG arena.

However, alongside admiration, there was also a sense of urgency. Studios recognized that to remain relevant, they needed to innovate and possibly even pivot their strategies to compete in this evolving landscape. The success of WoW set a new benchmark, raising player expectations for quality and engagement in online gaming experiences.


Load failed, please RETRY

每周推薦票狀態

Rank -- 推薦票 榜單
Stone -- 推薦票

批量訂閱

目錄

顯示選項

背景

EoMt的

大小

章評

寫檢討 閱讀狀態: C461
無法發佈。請再試一次
  • 寫作品質
  • 更新的穩定性
  • 故事發展
  • 人物形象設計
  • 世界背景

總分 0.0

評論發佈成功! 閱讀更多評論
用推薦票投票
Rank NO.-- 推薦票榜
Stone -- 推薦票
舉報不當內容
錯誤提示

舉報暴力內容

段落註釋

登錄