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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

Microsoft's experiment in the gaming competition

Initially, KiShin Global eSports represented a financial challenge for KiShin. However, following the conclusion of the inaugural KiShin Global eSports event in 2001, the situation began to shift favorably. The rise in popularity of video games like "Counter-Strike" and "StarCraft" played a pivotal role in this transformation. These titles, among others, captivated a global audience, leading to a significant increase in revenue for KiShin.

Financial analysis reveals that KiShin's venture into eSports generated an impressive revenue stream. It is estimated that the company earned at least $250 million from its eSports activities. When considering the expenses associated with hosting the eSports event, KiShin still managed to secure a substantial profit, with net earnings amounting to at least $180 million. This financial turnaround underscores the potential of eSports as a lucrative sector and highlights KiShin's successful strategy in capitalizing on the burgeoning popularity of competitive gaming.

In the weeks following the conclusion of the KiShin Global eSports event, Microsoft embarked on its own venture into the competitive gaming arena. This new initiative saw the company hosting its gaming competition, showcasing a variety of video games from both external studios and those under Microsoft's own banner.

Given that the term "eSports" was trademarked by KiShin, Microsoft opted for a different nomenclature for their event, dubbing it the "Microsoft GSports Competition." This marked a foray into a similar domain, albeit with a distinct branding strategy to navigate the trademark landscape.

A notable distinction between the two events lay in their scope and scale. KiShin's eSports event was a global phenomenon, attracting participants and viewers from around the world. In contrast, Microsoft's GSports Competition was a more localized affair, confined to the United States. This difference in scale can be attributed to the companies' respective positions and strategies within the gaming industry. KiShin, with its strong and widespread presence in the video game sector, has established itself as a dominant player on the global stage. Microsoft, despite being a software giant, has a more concentrated focus within the gaming industry, particularly in the United States.

This strategic decision by Microsoft reflects a cautious approach to entering the competitive gaming market. Rather than attempting to replicate KiShin's high-profile, worldwide eSports events, Microsoft chose to capitalize on its strengths within the U.S. market. This move suggests an acknowledgment of KiShin's formidable image and established success in the global eSports arena, against which Microsoft was not ready to compete directly. Instead, Microsoft's GSports Competition aimed to carve out its niche, leveraging the company's significant resources and gaming portfolio to make its mark within the confines of a national framework.

While it may not have achieved the same global prominence as KiShin's eSports events, Microsoft's GSports Competition nevertheless succeeded in capturing the attention of a significant number of gamers within the United States. This interest was, in part, a spillover from the well-established presence of KiShin in the competitive gaming scene. KiShin, being a titan in the video game industry, had already familiarized a vast audience with the concept of video game competitions. As such, many gamers were quick to grasp the nature of Microsoft's GSports, thanks to their prior exposure to KiShin's global eSports initiatives.

Moreover, Microsoft's foray into competitive gaming was not without its unique draws. Notably, one of the featured games in the GSports Competition, a first-person shooter that bore resemblances to KiShin's iconic "Counter-Strike," managed to carve out its niche among FPS enthusiasts. Despite criticisms that it seemed like a less polished iteration of "Counter-Strike," this game, alongside others featured in the competition, began to gain a foothold among the gaming community.

Microsoft's strategic move to host the GSports Competition and feature both its own titles and those from collaborating studios started to pay dividends. The visibility and recognition gained through the competition helped enhance the profile of Microsoft's gaming portfolio. This increased visibility, in turn, contributed to a rise in Xbox sales. Although these sales did not reach the heights achieved by KiShin's KS2 console, the uptick was a clear indicator of Microsoft's growing influence in the gaming market.

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In 2001, Tokyo set the stage for an intriguing development in the automotive world with the announcement of that year's Tokyo Motor Show. This event, renowned for showcasing the latest advancements and models from Japanese car manufacturers, was poised to offer something entirely unexpected. Among the traditional automotive giants preparing to unveil their newest creations, a new and unconventional participant was announced: KiShin, a company hitherto celebrated for its dominance in the video game industry, was about to venture into uncharted territory.

KiShin's announcement of its intention to reveal its first-ever car model at the Tokyo Motor Show stirred a mix of anticipation and skepticism among car enthusiasts and industry experts. The company's unparalleled success in video gaming was well acknowledged, but the automotive industry, with its intricate demands of engineering, design, and consumer expectations, represented a fundamentally different challenge. The leap from digital entertainment to the tangible, highly competitive world of car manufacturing prompted questions about KiShin's capabilities in such a divergent field.

Despite the event not having started yet, the buzz surrounding KiShin's foray into the motor industry was palpable. Speculation was rife, with many wondering how a brand synonymous with video gaming could translate its innovative spirit into the automotive space. Skepticism abounded as well; the prevailing wisdom suggested that KiShin's expertise in software and gaming might not seamlessly transfer to the complexities of automotive design and production.

The automotive community awaited with bated breath, curious to see what KiShin would bring to the table. While some were hopeful, eager to witness innovation and fresh ideas in vehicle design and technology, others were prepared for the possibility that KiShin's venture might not live up to the high standards set by established car manufacturers. This mix of excitement, doubt, and curiosity set the tone for what was to become a highly anticipated reveal at the Tokyo Motor Show, marking a potential milestone in the blending of technology sectors.