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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 · Diễn sinh trò chơi
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501 Chs

WoW

The long-awaited MMORPG, "World of Warcraft" (WoW), has finally made its grand debut in Japan, launched with much fanfare in KiShin stores and various gaming outlets. Eager fans across the country have been rushing to purchase their copies, eagerly installing the game on their computers in anticipation of embarking on new adventures.

KiShin's proprietary technology, KiShin Play Software (KPS), plays a pivotal role in supporting WoW's online functionalities. Much like its predecessor, "RuineScape," KPS provides WoW with a comprehensive online environment. The KiShin servers, integral to this setup, host detailed simulations of the WoW game world. This includes maintaining the dynamic state of game realms—everything from player locations and actions to the movements of monsters and interactions with non-player characters (NPCs).

Operating these sophisticated servers, which are stationed around the globe, incurs substantial costs. In a strategic move, KiShin has made the initial download of KiShin Play Software free, opening up the gaming world to a wider audience. However, to access the full suite of server-based game features and the immersive worlds they sustain, players are required to sign up for a monthly KPS subscription.

Despite this, KiShin has ensured that certain features of KPS remain accessible without charge. Gamers can still enjoy social functionalities such as chatting with friends, creating a personalized profile, and adding other users to their "friends" list or forming "parties" to team up in various online games available through KPS. This strategy not only enhances the gaming experience but also fosters a sense of community and connection among players.

Additionally, KiShin provided an enticing offer for gamers purchasing "World of Warcraft" for the first time: a trial that allowed them to use the game servers for free up to level 20, but with many features locked. This generous trial aimed to give new players a substantial taste of the game's expansive world and its charm.

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In a modest apartment nestled in the bustling heart of Tokyo, Haruto Takahashi sat before his computer, the soft glow of the screen illuminating his focused expression. Today marked the day he had been anticipating for months—the launch of "World of Warcraft" (WoW) by KiShin. As the game's installation completed, a mix of excitement and nervous anticipation pulsed through him. Haruto had spent considerable amount of time immersing himself in various MMORPGs since the "RuineScape", but none promised the vastness and depth of WoW.

With a deep breath, Haruto clicked the "Start" button. The screen transitioned to character creation, where he was greeted by an array of races and classes. His eyes widened as he browsed through the options, each character type accompanied by a brief lore-rich description. After much deliberation, he chose a Night Elf Rogue, fascinated by their stealth and agility.

Naming his character "ShinobiShadow," Haruto watched as the introductory cinematic unfolded, immersing him in the rich history and vibrant world of Azeroth. He was captivated by the storytelling, the lush landscapes, and the promise of adventure.

As the cinematic came to an end, Haruto's character materialized in the starting zone, Teldrassil, a vast and mystical forest perched high in the boughs of an enormous tree. He took a moment to take in the breathtaking views—the attention to detail was astonishing, from the dappled sunlight filtering through the leaves to the distant sounds of wildlife.

Eager to begin his journey, Haruto started accepting quests, each one introducing him to the game's mechanics and the lore of his character's homeland. He marveled at the fluidity of the controls and how intuitive the combat felt as he completed tasks and battled creatures.

As the hours slipped by, Haruto found himself completely absorbed in the world of Azeroth, a realm filled with mystery, danger, and the promise of untold stories. In his small Tokyo apartment, a new adventure had just begun, one that would take him across continents, through dark dungeons, and into the heart of epic battles.

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Just a day after "World of Warcraft" (WoW) was released, magazine publishers were quick to review the highly anticipated game. Many praised KiShin for its pioneering role in popularizing the MMORPG genre, starting with "RuineScape" in 2001 and now elevating it with the release of WoW in 2002. They lauded the company for creating an even more captivating and immersive world, expanding on the foundations laid by "RuineScape" and taking the genre to new heights.

However, not all feedback was positive. A few magazine publishers criticized KiShin, accusing the company of being a negative influence on young players. They argued that WoW, like its predecessor, was highly addictive, potentially jeopardizing children's futures by encouraging long hours of gameplay at the expense of education and outdoor activities. These detractors expressed concerns over the game's engrossing nature and the impact it might have on impressionable youth.

Alongside the magazine publishers, various media outlets also voiced their criticisms of KiShin. They echoed concerns about the potentially addictive qualities of "World of Warcraft" and its implications for younger audiences. Some argued that KiShin, by leading the charge in the MMORPG genre with games like "RuineScape" and now WoW, might be inadvertently fostering unhealthy gaming habits among children and teenagers.

A few days following the wave of criticism, KiShin responded by assigning a dedicated team of employees to address the concerns raised by magazine publishers and media outlets. This group, comprising public relations specialists, community managers, and child psychologists, aimed to constructively counter the arguments presented against the company and its games.

The PR specialists crafted well-thought-out responses that highlighted the positive aspects of "World of Warcraft" and "RuineScape," emphasizing the games' ability to foster community, teamwork, and strategic thinking. They pointed out that MMORPGs can be a source of social interaction and learning, offering players from around the country a platform to collaborate and solve problems together.

Community managers from KiShin engaged directly with the gaming community, gathering testimonials and stories of positive experiences within the game world. They shared these narratives with the media to showcase the beneficial impacts of MMORPGs, such as building friendships, learning new cultures, and even helping players develop leadership skills.

Moreover, KiShin's child psychologists contributed to the conversation by offering guidelines for healthy gaming. They emphasized the importance of parental guidance and setting reasonable limits on gaming time. KiShin also took this opportunity to promote their existing parental control features in KiShin Play Software and it's games, which allow guardians to monitor and restrict their children's gaming activity effectively.

Additionally, KiShin proposed future initiatives, including educational campaigns and partnerships with schools, to demonstrate their commitment to responsible gaming. They highlighted their efforts to create a balanced and enjoyable gaming environment, countering the notion that their games were solely responsible for negative behaviors.

Through these targeted responses and actions, KiShin aimed to mitigate the backlash and illustrate their dedication to fostering a safe, positive, and balanced gaming experience for all their players.