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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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501 Chs

KPS Revenue

In his office, Shin leaned back in his chair, eyes scanning the latest download reports with a mixture of surprise and satisfaction. "Dota," the game mod he had spearheaded under the alias "Invoker69," had amassed an astonishing 80,000 downloads in just a single week. For an era where internet access was neither ubiquitous nor cheap, and the PC gaming culture was still in its infancy, this was no small feat.

The internet of the time was characterized by its relatively high cost and sluggish speeds, factors that often served as barriers to the widespread adoption of online gaming. PCs, though becoming more common, were yet to become the household staple they are in the future. In this context, the burgeoning popularity of "Dota" within the modded games section of the KiShin website was nothing short of remarkable.

Shin's gaze lingered on the download numbers for "Dota" displayed on his computer screen, and a smile slowly spread across his face. The thought struck him that now might be the perfect time to reinforce the game's servers across different regions, leveraging KiShin's formidable global presence and technological prowess.

KiShin's infrastructure for its Play Software was already expansive and robust, thanks to its portfolio of PC games and collaborations with other major video game studios. The company had consistently focused on expanding and fortifying its server capabilities to enhance user experience. Improving the servers for "Dota," therefore, would align perfectly with KiShin's ongoing efforts to elevate the quality of online gaming.

The fact that "Dota" was a mod from the "Warcraft" series made it a prime candidate for such support. However, for players to benefit from smoother servers for "Dota" or any other modded games, a subscription to the KiShin Play Software (KPS) monthly plan was required. This model wasn't new; it had been the standard approach for maintaining high-quality servers for other popular modded games as well

This system ensured that not only KiShin but also other video game studios whose original games had been modded could derive revenue from these ventures. A portion of the proceeds also benefited the modders themselves, fostering a sustainable ecosystem where modded games and their creators could thrive.

The pricing structure of KPS was designed to cater to a wide range of gamers. The basic monthly plan, priced at $7, allowed users to access servers for modded games. The mid-tier plan, at $17, expanded access to include servers for established and original video games, such as KiShin's increasingly popular "World of Warcraft" and titles from other renowned studios. Finally, the premium monthly plan, at $30, offered subscribers the ability to host private servers for gaming with distant friends. Additionally, premium plan subscribers received exclusive access to early game releases, beta tests, and special in-game items and skins, further enhancing their gaming experience.

With KiShin Play Software (KPS) boasting a user base that stretches into the millions worldwide, the revenue generated from its monthly subscription plans is substantial. If considering the varying tiers of subscription fees ($7 for the Basic Plan, $17 for the Mid-Tier Plan, and $30 for the Premium Plan), and assuming an even distribution across these plans, KiShin's gross earnings from KPS subscriptions alone could easily reach into the tens of millions of dollars each month.

However, the operation of maintaining high-quality, robust servers globally, along with customer support and ongoing development costs, does carve a significant portion out of these gross earnings. Additionally, partnerships with other major video game studios, where KPS acts as a platform for playing their games, require revenue sharing agreements. While KiShin retains the majority of earnings from its monthly subscribers, revenue from game sales by other studios played via KPS servers for downloads sees KiShin taking only a smaller percentage for distribution rights. This collaborative model, though less lucrative, is crucial for offering a diverse and attractive gaming library to KPS users.

After considering these operational costs and revenue-sharing agreements, KiShin's net profit from KPS subscriptions, combined with its share of third-party game sales, remains impressive. Estimating conservatively, KiShin could be netting a significant profit, likely in the range of several million dollars monthly after all considerations. This figure underscores the success of the KPS model, balancing the costs of infrastructure and partnerships with the income generated from a vast and engaged user base.

KiShin's innovative model with its KiShin Play Software (KPS) had set a high benchmark in the digital gaming industry, combining a lucrative subscription model with a rich and diverse game library that other third-party platforms found difficult to emulate. Giants like Microsoft, Netscape, and Steam observed KiShin's success closely, attempting to replicate its model but consistently falling short, primarily due to their inability to match the breadth and appeal of KiShin's game offerings.

These competitors were particularly envious of KiShin's triumphs in the MMORPG arena, with titles like "World of Warcraft" (WoW) and "Ruinscape" generating substantial revenue through both subscriptions and in-game purchases. The idea that dedicated gamers were willing to spend real money on virtual items within these games was a revenue stream that KiShin had capitalized on masterfully.

In their bid to capture a slice of KiShin's market, rival platforms even forged partnerships with video game studios that owned popular MMORPG titles. Despite these efforts, they struggled to replicate the monumental success of KiShin's WoW or even "Ruinscape," both of which had become benchmarks for success in the MMORPG genre. The unique blend of engaging content, a loyal community, and seamless gameplay offered by KiShin remained unmatched.

Amidst this competitive landscape, Tencent emerged as a new contender. Having been a partner of KiShin over the years, Tencent ventured into similar territories by offering game downloads and a software platform for communication. However, since such features were already well-established in KPS, Tencent's offerings didn't present anything groundbreaking to the market.

Yet, given Tencent's late entry into this competitive arena and its historical partnership with KiShin, industry insiders were keenly watching its progress. With KiShin's backing, there was speculation about whether Tencent could leverage this support to carve out its niche or even introduce innovations that might disrupt the status quo.