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Tycoon of Video Games

A soul from Earth found himself transmigrated into a person from a parallel world, a world that lacked video games and an established gaming industry. Follow the journey as this individual rises to become the video game tycoon of this unique world. [Please note that any similarities between the names of characters or places in this story and those in the real world are purely coincidental. I do not claim ownership of any products or properties mentioned in this novel. This work is entirely fictional.] (Cover photo is not mine. Ctto to the original owner.) This novel draws inspiration from 'Tokyo Video Game Tycoon,' although there may have been some similarities at the beginning, the plot will take its own distinct path as it unfolds. On average, each chapter spans approximately 1,000 words or so. For those interested, you can find 10-15 chapters in advance on my Patreon page at patreon.com/NewComer714.

NewComer714 · Video Games
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501 Chs

Contribution

In the USA, New York, the video game awards ceremony that has been preparing by Electronic Gaming was announced in February 1996, and currently now in September, they were reaching out to video games entertainment companies.

Many video game entertainment companies were reached out by Electronic Gaming and GameFan to participate in the event, and most of the video game entertainment companies were more than willing to participate in the event. After all, if their video games received awards, it could help promote those video games.

A few video game entertainment companies aren't really willing to participate in the event, but it seems like the company backing Electronic Gaming and GameFan were powerful enough, as the game awards ceremony event was even going to be aired on some TV channels.

Some TV channels, such as ABC and CBS, actually provided Electronic Gaming a time slot to air the video game ceremony.

These two channels were major TV channels in the USA. So, even though some video game entertainment companies were unwilling to join the video game awards ceremony, especially if their video games would not receive any awards, they decided to participate.

Electronic Gaming and GameFan also extended invitations to two major video game companies, Tora and Suzuki.

Tora and Suzuki accepted the offer without much hesitation, confident that their video games would be awarded in at least one or more categories.

Electronic Gaming and GameFan also reached out to Japanese video game production companies. These companies had a branch in the USA and were participating in the game awards ceremony scheduled for October 3, 1996.

Meanwhile, the "Quake" video game has only been in the market for several months, yet it has already sold about 1.4 million copies.

This incredible sales figure was truly admired in the computer industry, and hundreds of thousands of "Quake" players were from the USA.

With the outstanding sales of the video game "Quake," the KiShin Plays software CDs, used as third-party software for online gameplay, also experienced an incredible surge in sales.

Now, about 230 thousand people were using KiShin Plays software, and what does this mean? It means that many more people were gradually getting accustomed to the idea of online gaming.

A significant portion of these users were playing "Doom," "Doom II," "Quake," and "Warcraft II."

It seems like the era of the first-person shooter online gaming was already making itself known. Although it may not have appeared as huge at the time, KiShin was already making a significant contribution to developing the video game industry.

With an increasing number of KiShin Plays Software users, KiShin had to update and expand their servers to accommodate the growing traffic and load of the user base.

The server technology of 1996 was evolving rapidly, and limitations in bandwidth and processing power could quickly bottleneck online gaming experiences. KiShin was swift in its actions, implementing scaling strategies and adding more physical servers to handle increased traffic.

Furthermore, KiShin optimized their software over time, focusing on improving efficiency and reducing its resource footprint. This involved optimizing network communication protocols, employing data compression techniques, and refining server-side game logic.

Despite the expensive nature of scaling infrastructure, requiring ongoing investment, and the need for a dedicated team to maintain software stability and address technical issues with a growing user base, KiShin navigated through these challenges in pursuit of innovations, even if it meant incurring losses with KiShin Plays Software.

Because KiShin knew that a successful online gaming platform could attract more partnerships with game developers, expand advertising revenue streams, and solidify KiShin's position as a pioneer in the online gaming space.

In fact, KiShin Plays Software already had many partnerships with video game companies, and the revenue was starting to pick up slightly.

While KiShin was experiencing some success with KiShin Plays Software, competition started to emerge.

Netscape Online software, another third-party software offering video games support for online gaming, was developed by Netscape Communication.

Additionally, Retis Software, developed by Microsoft, also provided online gaming support for video games.

Although the two competitors were still somewhat inferior compared to KiShin Plays Software, Netscape Communication and Microsoft excelled in software development. They could certainly pose a threat to the position of KiShin Plays Software if KiShin were not careful.

In fact, Netscape Online and Retis Software had some advantages in certain functions that KiShin Plays Software lacked. However, KiShin Plays Software also possessed more advantages that Netscape Online and Retis Software clearly lacked. Even then, it can be observed that despite the great progress of KiShin Plays Software, it still lacked something that the new competitors had. Therefore, KiShin can learn from the competitors' software and fill in the gap that they are lacking.

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In the country of Japan, specifically in Tokyo, anime fan communities were gradually starting to miss the Dragon Ball anime.

Dragon Ball recently concluded its airing a few months ago, ending with 153 episodes. While the anime fans were not overly depressed with the One Piece anime being shown on television, they still felt a sense of lacking without the Dragon Ball anime.

A few months prior, they were actually more disheartened by the conclusion of Dragon Ball in the manga. However, the depression among anime fans was lifted when the author of the Dragon Ball series continued to produce a Dragon Ball manga, titled "Dragon Ball Z," which already has about 27 chapters. Anime fans were eagerly anticipating an anime adaptation and couldn't wait any longer.

Then, around mid-September 1996, KiShin announced that they were about to air a new anime. Naturally, anime fans were anticipating the return of Dragon Ball, and their excitement was palpable, expectations brewing in the air.

Even some salarymen were quite thrilled, discussing Dragon Ball with their friends in the office. Topics ranged from Goku being an alien to various other elements. Clearly, the men were genuinely excited, while most of the women observed, amused by the enthusiasm of the muscle-headed men.

However, after KiShin and its anime productions revealed that the anime set to air around October 1996 was named "Sailor Moon," specifically an anime targeted towards girls, many men in Japan started to playfully curse KiShin...