webnovel

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 · Derivasi dari game
Peringkat tidak cukup
501 Chs

Wii

On January 20, 2003, KiShin launched the KiShin Wii, introducing it to an eager market. Despite its graphical capabilities and gameplay immersion not quite matching up to KiShin's previous console, the KS2, consumers were ready and waiting, their enthusiasm undiminished. The concept of a more interactive, inclusive gaming experience was enough to draw crowds to stores and malls, each person excited to bring home this new innovation.

Among the excited customers was a casual foreign gamer who had been eagerly anticipating the release. After purchasing the KiShin Wii from a bustling KiShin store in Tokyo, he couldn't wait to share the experience with his friends back at their shared apartment. The group gathered around the television in the living room, the console's unique controllers in hand, ready to dive into a game of virtual tennis.

As they started playing, laughter and cheers filled the room. The game was simple to pick up but challenging to master, leading to a series of humorous missteps and fiercely competitive rallies. The Wii's motion controls required them to physically swing their arms, mimicking the actions of a tennis player, which added an element of physical activity that was both exhausting and exhilarating.

"Watch this serve!" one friend exclaimed, swinging too early and completely missing the virtual ball. The room erupted in laughter as his character on the screen mimicked the failed attempt, swinging at thin air.

Another friend, determined to outdo the previous attempt, focused intently before swinging her arm with all her might, sending the virtual ball flying at an impressive speed across the court. Cheers followed as the ball was expertly returned, the rally continuing back and forth, each player fully immersed in the game.

---

The KiShin Wii tennis game quickly emerged as one of the standout titles in the console's early lineup, largely due to its prominent feature in the KiShin Wii trailers, teasers, and advertisements. Its simplicity, coupled with the innovative use of motion controls, made it an instant favorite among casual gamers and seasoned players alike, captivating a broad audience with its accessible and engaging gameplay.

Beyond tennis, there were other notable Wii games that caught the attention of casual gamers. Bowling, another game that utilized the Wii's motion-sensitive controllers, allowed players to mimic the action of rolling a bowling ball down an alley, turning living rooms into virtual bowling lanes. This game, much like tennis, proved to be a hit for its fun, social gameplay that could easily involve multiple players.

Golf was another game that leveraged the Wii's unique controls, offering players the chance to swing their controllers like a golf club. The precision and technique required for virtual golf provided a slightly more relaxed but equally entertaining experience, appealing to those who enjoyed a strategic challenge.

Boxing added a more intense, physically demanding option to the Wii's repertoire. Players could throw punches in the air, duck, and weave, getting a workout as they battled it out in the virtual ring. This game exemplified the Wii's ability to offer a diverse range of experiences, catering to different tastes and activity levels.

These games, alongside the flagship tennis, formed the core of the KiShin Wii's appeal at launch. They showcased the console's innovative approach to gaming, where physical movement and social interaction were as integral to the experience as the on-screen action.

Within just a few days of its release, the KiShin Wii had managed to redefine what it meant to be a gamer. People who had previously shown little interest in video games suddenly found themselves engrossed in Wii sports and adventures, proudly adopting the gamer label. The console's unique appeal lay in its ability to make gaming accessible and enjoyable for everyone, regardless of their experience or skill level.

The KiShin Wii's impact extended beyond just the players; it served as a wake-up call to other major players in the video game industry. The inclusion of physical movement as a core element of gameplay was a revelation. It blurred the lines between gaming and exercising, introducing a health-conscious aspect to the activity that had never been seen before on such a scale. This innovative approach prompted a reevaluation of what video games could offer, pushing the industry toward more active and engaging experiences.

Recognizing the potential of this new gaming paradigm, video game studios quickly began collaborating with KiShin to develop titles specifically for the Wii console. These partnerships resulted in a diverse library of games that took full advantage of the console's motion controls, offering players an array of experiences from sports simulations to dance challenges, and even adventure games requiring physical gestures to navigate and interact with the game world.

The video game studios quickly recognized the burgeoning market potential within the KiShin Wii console. Although the Wii might not have matched the KiShin KS2 in terms of raw graphical power or traditional gaming metrics, it carved out its own significant niche. The Wii's unique appeal to casual and non-gamers—a demographic traditionally overlooked by the industry—revealed an expansive and untapped market. Studios saw the opportunity to reach a broader audience, one that valued fun, accessible gameplay over high-end specs or complex narratives.

This realization spurred a wave of creativity among developers, who began to design games that leveraged the Wii's motion controls to create immersive, intuitive experiences. From sports and fitness titles to party games and simplified adventure games, the content being developed was as varied as the new audience the console attracted.