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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 · 游戏衍生
分數不夠
501 Chs

Well Played

The KiShin and NBA engaged in extensive negotiations before finalizing their agreement, which, unlike FIFA, hasn't been publicly disclosed yet. Simultaneously, KiShin is planning to negotiate a licensing agreement with WWE. Despite WWE's existing widespread popularity, KiShin Merchandise's sales of wrestlers' action figures and toys are thriving.

The golden age of WWE concluded in 1993 after a peak from 1980. Despite the end of the golden era in 1994, WWE remains popular. However, this year marked a decline as key stars departed, and factors like alternative entertainment such as video games and the internet affected WWE's ratings and overall popularity.

The problem extends beyond what meets the eye, involving internal conflicts within WWE that we don't need to delve into further. Meanwhile, WCW and ECW introduced a new generation of wrestlers.

Under Warner Bros., WCW emerged as a significant competitor in the entertainment industry, posing a challenge to the struggling WWE. Financial constraints added to WWE's difficulties.

Seizing the moment, Shinro Suzuki saw an opportunity. He dispatched KiShin representatives led by Orio Masayoshi to negotiate with WWE for licensing agreements, encompassing future video game adaptations and merchandise.

On December 23, 1994, representatives from WWE engaged in discussions with KiShin representatives regarding these negotiations.

The WWE higher-ups believed they could capitalize on the situation by raising prices, emphasizing past glory and popularity to the KiShin Japanese representatives.

Kishimoto Yuki, a Japanese woman in a sleek black suit befitting a businesswoman, adjusted her glasses while listening to the vice president of global licensing highlighting WWE's popularity in the United States. After he finished, Yuki remarked, "WWE is indeed popular not only in the USA but worldwide. However, the departure of key wrestlers and the rise of other wrestling tournaments have impacted its popularity. Moreover, WWE's primary audience, the younger demographic, is increasingly turning to video games for entertainment."

Upon hearing this, the WWE vice president of global licensing and other executives felt a sense of complexity. It was a valid point; they recognized the growing influence of video games, gradually drawing away their younger audience.

Yuki adjusted her glasses, smiling with charm, and added, "We are taking a financial risk in seeking the WWE license, hoping to adapt WWE wrestling into a video game with no guarantees of success. However, if our KiShin adaptation of the WWE video game becomes successful, it could boost WWE's popularity. Not only that, but the young audience that initially switched to video games may return to support the WWE franchise once more."

Another KiShin representative, alongside Kishimoto Yuki, nodded in agreement, stating, "That's right—it's a win-win situation for both of us."

The WWE vice president of global licensing and the executives exchanged glances, and the WWE representative, appearing hesitant, reluctantly agreed to the KiShin licensing agreement.

Kishimoto Yuki, a key KiShin executive in the USA, and the other representatives smiled. With that settled, the signing of the WWE licensing agreement with KiShin was completed in just a few days.

---

Shin smiled as he watched the cable news on CNN. On the television screen, Orio Masayoshi and the CEO of the NBA were displaying a basketball jersey together at a press conference. The camera flashed on Orio Masayoshi's smiling Japanese face.

"KiShin and NBA have just entered a partnership, with KiShin acquiring licensing rights for the entire NBA franchise. While it's mentioned that KiShin Merchandise will manufacture toys and action figures of NBA players, the complete details of the KiShin and NBA partnership are yet to be fully disclosed."

The reporter's voice echoed through the television.

Shin grinned broadly as he continued enjoying his coffee jelly.

"You seem to be in a good mood..."

Mira's voice remarked as she observed Shin's handsome smile while he sat casually on the sofa, savoring his coffee jelly.

"I'm just in a good mood," Shin replied, pulling Mira closer to him.

"Kya!" Mira feigned innocence as she was drawn nearer to Shin.

"Oh, you're roleplaying, huh..." Shin chuckled, playfully teasing.

---

Meanwhile, in the CEO office at Tora Electronics headquarters,

Itori Tanaka studied the report brought in by his secretary with a solemn expression.

The KiShin and NBA partnership...

Although the official statement mentioned manufacturing NBA franchise merchandise at KiShin Merchandise, Itori Tanaka could discern that KiShin was likely planning to adapt the NBA franchise basketball sports game into a video game.

The Tora-Suzuki alliance seemed to have shifted their focus away from basketball, and KiShin capitalized on the situation, now holding the exclusive rights to the NBA franchise license.

This left them in a complex situation.

Despite recently acquiring the licensing agreement for FIFA, the current top football game globally, basketball was the third most popular sport worldwide. Given the NBA's status as the major association for basketball in the USA, its significance was evident. Now, KiShin had secured the licensing for this crucial association.

"Damn it," Itori Tanaka shook his head and muttered, "It looks like Tora can only pursue an NBA licensing agreement when their contract ends."

Simultaneously, Itori Tanaka pondered whether a parody basketball game for their console, currently in final development, could be a viable alternative.

---

After KiShin acquired the NBA licensing, the long-developed KiShin SKES video game that hadn't found its way to the market was promptly released—NBA Jam.

NBA Jam had been developed by KiShin under Shin's leadership for pure enjoyment. However, with the NBA still at its peak popularity, Shin didn't pursue licensing immediately.

Just a few weeks after KiShin became the NBA licensee, Shin released NBA Jam for SKES. Although KS1 was KiShin's new console, SKES had a larger player base than KS1 at the moment. The game for SKES continued to sell well, and with KiShin's extensive video game library on SKES, it wasn't an overstatement to say that SKES was the most popular console in 1994.

As KiShin worked on developing an NBA video game for KS1, the NBA Jam on SKES served as a suitable interim option. Additionally, the NBA franchise in KiShin Merchandise was expected to generate profits in the meantime.

Likewise, a similar situation applied to the FIFA game for SKES. While the Tora-Suzuki alliance was in the process of developing a FIFA game for their finalized console, KiShin was already well-prepared and had a strategic advantage in the market.

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