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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.

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Innovative

KiShin's strategic recruitment initiative targeting key executives and skilled engineers from TSMC and SamStar proved to be a game-changer for their semiconductor department. By attracting these talented individuals, KiShin gained valuable expertise and experience, propelling them towards significant progress.

The impact was multifaceted. Factory technology advanced rapidly, incorporating the skills and knowledge of the new recruits. Material acquisition and laboratory capabilities also saw consistent enhancements, laying a strong foundation for KiShin's future growth in the semiconductor industry.

This gradual yet noticeable improvement was testament to the success of KiShin's recruitment strategy. By prioritizing talent and fostering an environment conducive to innovation, KiShin positioned itself competitively within the dynamic and demanding world of semiconductors.

The tide of technological advancement wasn't limited to semiconductors. The world witnessed the rise of artificial intelligence (AI), culminating in the historic feat of IBM's Deep Blue defeating Garry Kasparov, the reigning chess champion, in 1997. KiShin, recognizing the immense potential of AI, wasn't far behind in this burgeoning field.

KiShin, recognizing the potential of AI, was actively involved in its own research and development efforts. This was fueled by the creciente importance of AI in video games, with titles like "Metal Gear Solid I," "Resident Evil 2," and "Final Fantasy VII" already utilizing AI for enemy behavior, pattern recognition, and adapting to player tactics.

In 1994, KiShin established its subsidiary, "UltimateAI," dedicated to exploring the frontiers of AI. This foresight paid off handsomely. One of UltimateAI's most successful projects was "StockFish," a chess engine that quickly rose through the ranks, challenging the dominance of established players like Deep Blue and Hiarcs in chess tournaments. While it initially fell short of Deep Blue's prowess, experts recognized its rapid learning and potential to soon become a formidable competitor.

Furthermore, UltimateAI was not solely focused on games. They were also actively researching large language models (LLMs), recognizing the potential of AI chatbots to revolutionize future interactions. Shin's vision for KiShin positioned the company as a pioneer in AI development, well-prepared to navigate the future of this burgeoning field.

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Quietly tucked away behind its sleek facade, KiShin Electronics hummed with activity. One ongoing project, shrouded in a veil of secrecy, focused on a revolutionary technology: capturing the kinetic energy of human footsteps and converting it into electricity.

The ambition was daring. Imagine: Dance Dance Revolution arcades lit not by the grid, but by the collective enthusiasm of its players. Or picture Shibuya Crossing, the beating heart of Tokyo, powering itself on the tireless rhythm of a million feet. Though still in its nascent stages, KiShin's technology held the potential to become a game-changer, a sustainable energy source born from the very pulse of human movement.

The research team faced numerous challenges. Optimizing energy conversion, finding practical applications, and ensuring durability – these were just some of the hurdles they needed to overcome. Yet, their enthusiasm remained undimmed, fueled by the possibilities this nascent technology could unlock.

Beyond the immediate benefits of powering a few DDR machines or illuminating a crosswalk, KiShin's vision stretched further. They saw this technology as a potential cornerstone for a future less reliant on traditional energy sources, a future where every step became a contribution to a brighter, more sustainable tomorrow.

The road ahead was long, but the potential of KiShin's footsteps-to-electricity project was undeniable.

While the groundbreaking KS2 console remained in its final testing stages, another exciting project simmered within KiShin's labs: the KSP, a handheld gaming device with a revolutionary touchscreen interface. The KSP, envisioned as a pioneer in touchscreen gaming, was nearing the crucial final research phase.

The potential for KSP-compatible games was immense. Shin, leveraging his knowledge of successful mobile games from his previous life, spearheaded the development of titles like "Flappy Bird," "Angry Birds," and "Fruit Ninja" specifically for the KSP. These iconic games, destined for mobile platforms in the future, would now have an early, console-based incarnation on the KSP in 1998.

Among these titles, "Flappy Bird" held a special place in Shin's heart. He anticipated the game's potential to become a viral phenomenon, not just for its addictive gameplay but also for its ability to test players' patience and trigger hilarious rage. He envisioned gamers hurling their KSPs in frustration, only to face the consequences of either warranty repairs or, worse, the need for a new console.

This, Shin admitted to himself, was a mischievous aspect of his plan. Offering "Flappy Bird" as a free KSP game wouldn't just drive engagement; it might even lead to unintentional "breakage" and subsequent purchases.

Shin had experienced the dark side of gaming in his previous life. Countless phones sacrificed on the altar of "Flappy Bird's" infuriatingly simple yet frustrating gameplay. He was, quite frankly, tired of being the sole martyr. It was time, he reasoned, to share the "joy."

So, like a digital pied piper, Shin orchestrated the KSP's game library, subtly nudging the development team towards "Flappy Bird" with the air of a man suggesting a friendly game of Monopoly.

He could already picture it: frustrated gamers tearing their hair out as the little bird defiantly bounced off pipes, muttering curses that would make a sailor blush. Customer service lines would be buzzing with tales of KSPs sent flying across rooms, victims of an avian onslaught. Shin, meanwhile, would sip his tea, a mischievous glint in his eye, and think, "Ah, sweet vindication."