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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 · วิดีโอเกม
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501 Chs

Future challenges of the video games industry

The collaboration between Tora and Yahoo! on video game projects was progressing smoothly until an unexpected obstacle emerged: the dot-com bubble burst of March 10, 2000. This major economic event sent shockwaves through the tech industry, with Yahoo! being one of the many companies significantly impacted.

The company's stock price, which had reached a peak of $468 just months earlier, plummeted to a mere $8 in the wake of the burst. This drastic drop reflected the overall market instability and dampened investor confidence in internet-related businesses.

As news of the bubble burst spread, similar struggles unfolded across the industry. Many internet companies, previously riding high on inflated valuations, suddenly found themselves facing financial difficulties. Some were able to adapt and survive, while others succumbed to the pressure, eventually filing for bankruptcy.

Shin's foresight proved valuable as the dot-com bubble burst in 2000. Having shorted some internet stocks earlier, KiShin, under Shin's leadership, managed to secure a significant profit of $2.1 billion. However, their actions didn't end there.

Capitalizing on the market turmoil, KiShin discreetly acquired additional stock in internet companies believed to have weathered the storm better. Yahoo! was one such example.

While Amazon, another company KiShin held shares in, wasn't entirely unscathed, its long-term vision seemingly resonated with Shin, leading him to acquire more of its stock during the downturn. Interestingly, KiShin wasn't alone in their opportunistic strategy.

This wasn't a lone player's game. Major investment firms like BlackRock, managing assets worth $165 billion at the time, also sought opportunities amidst the chaos. They too targeted companies they perceived as less affected, including Yahoo!.

Shin, however, felt a growing unease as he observed the movements of these major firms. He noticed a concerning trend: BlackRock, Vanguard, and others seemed to be mirroring KiShin's investment actions with surprising accuracy.

This raised a troubling question: were these giants simply reacting to market fluctuations, or were they somehow aware of Shin's shrewd maneuvers and seeking to capitalize on his insights?

Whatever the reason, Shin understood the need for caution. He knew he had to operate with greater discretion and consider the potential consequences of his actions in this increasingly competitive landscape.

Shin pushed aside his lingering anxieties as he entered the KiShin Rules conference room. The topic of the day: the booming video game industry and it's position in the economic uncertainty. Despite the recent dot-com crash, gaming stood apart, experiencing unprecedented growth fueled by the arrival of captivating 128-bit consoles.

Months after KiShin's KS2 console and its launch titles, including the critically acclaimed "Undertale," hit the market, other studios began releasing their own offerings. These, however, were primarily 8-bit style games, seemingly inspired by "Undertale's" success. Though not embracing the full 128-bit potential, they were inspired by KiShin's "Undertale." While these games couldn't quite match "Undertale's" critical acclaim, Shin found a sense of satisfaction in the ripple effect it had caused.

"Undertale" not only influenced established studios but also empowered independent developers. Armed with the hope its success ignited and the technical leap forward offered by the 128-bit platform, smaller teams dreamed of crafting their own titles and joining the thriving industry. This influx of fresh talent and ideas led to a surge in the number of game studios, further diversifying the landscape.

With KS2's launch spanning several regions beyond Japan and the US, its impact rippled through the global gaming landscape. Inspired by "Undertale," independent game developers across Europe, South America, and Asia began churning out their own creations. This phenomenon fueled a surge in the number of studios worldwide, further bolstering the already thriving gaming community.

Shin, however, was not solely focused on celebration. He recognized the looming threat of industry consolidation. He anticipated that major corporations like Tencent and Microsoft would eventually acquire established and rising studios, potentially stifling competition and innovation. Such consolidation could lead to job losses within studios and limit the diversity of games reaching players, ultimately hindering the very growth Shin sought to encourage.

This scenario was unacceptable to him. Shin was determined to ensure the video game industry continued to flourish, driven by healthy competition and diverse creative voices.

He envisioned a future where the video game industry continued to flourish, driven by the healthy leadership of KiShin and a diverse ecosystem of studios, both large and small. To achieve this, he knew he had to strategize and act decisively.

This meant collaborating with other key players, advocating for fair market practices, and potentially even investing in promising newcomers.

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While navigating the dynamic video game industry, KiShin Pictures was simultaneously venturing into the realm of film adaptation. In a move that sent ripples of excitement through the wizarding world, the company was filming the beloved "Harry Potter" series in various locations across the UK, particularly Scotland, the land that inspired J.K. Rowling's magical universe.

The casting process proved to be meticulous and fruitful, with the chosen actors exceeding the expectations of KiShin's key executives.

This upcoming release, slated for next year, marks another potential blockbuster on the horizon for KiShin Pictures.