Lorenzo is very happy.
Having a game exclusively on their operating system, and produced by Gamestar Entertainment, is definitely a great gimmick.
Previously, when Takayuki contacted his operating system team, he was eager to exchange ideas with Takayuki. He wasn't necessarily interested in developing games himself, but because of the impact of Doom, their operating system's market share increased by two to three percentage points directly.
The sales of Doom on PC have only been a little over a million so far.
But don't think there are only that many real PC gamers.
On PC, if there are one million legitimate players, then the number of pirated players is probably three to four times higher.
And with the influence of Doom, the ratio of pirated to legitimate versions is probably over ten to one.
Currently, Morgan Group's installed base of operating systems is approximately five billion, accounting for eighty-five percent of the entire PC operating system market.
The current capacity of the entire PC market is also around six billion. To suddenly gain over tens of millions of installations within it is quite extraordinary.
And this is just one game.
And the next game from Takayuki will only be exclusive to PC. How could Lorenzo not be happy?
He immediately said to Takayuki, "Mr. Takayuki, I fully appreciate your sincerity, thank you very much. You can rest assured that I will definitely support this game with all my efforts. In addition to the upcoming new expo, we will also have our own channels for promotion."
Lorenzo's assurance means that this promotion won't cost Takayuki a penny; they will voluntarily help out. Takayuki just needs to make the game good.
This actually saves them some promotional expenses.
In fact, because these games are all mature, without any detours, development costs are not particularly high. It's the promotional costs that take up a lot of resources.
But for a super large-scale operating system company, this advertising cost is nothing at all.
Their monthly operating expenses are already over a billion dollars, and promotion is continuously ongoing. The promotion of StarCraft is just a side task.
"Well, that's the best. I wish us a pleasant cooperation, and your operating system can continue to grow rapidly."
Lorenzo said happily, "I also hope that Mr. Takayuki's game can remain popular. This time, I will make efforts to promote your game to a larger audience."
After saying that, he eagerly asked, "So, may I ask if this game has a specific release date? Also, if it's for promotion, we hope to have your professionals help with the game demonstration."
Takayuki nodded, "The release date should be soon. This game doesn't need much buildup. A completely new game type can only be validated by putting it on the market. This is different from games like Final Fantasy. As for your request for professionals, I can arrange that right away."
"OK, then I'll wait for your professional team, Mr. Takayuki."
After hanging up the phone, Takayuki instructed someone to finalize the integration of StarCraft, which was already basically completed for gaming.
In the original StarCraft 1 game, there were only LAN battles, and many gameplay modes were not mature yet.
For example, the box selection in StarCraft 1 was quite cumbersome. Trying to command a large army with very fast hand speed would greatly affect the operation. Takayuki made some optimizations in this regard so that newcomers wouldn't find it too difficult.
Also, when producing infantry, you could only click to produce one building at a time, which made the difficulty of executing a wave of explosive troops increase. Takayuki simply changed it to allow multiple buildings to be selected for unified infantry production.
Furthermore, the peasant units produced couldn't automatically mine; they still needed manual operation. In the mid to late game, newcomers would inevitably be at a loss. This point was also optimised to simplify some operations as much as possible.
In fact, such changes have their pros and cons. It's easier to get started, but the gap in operation between each player will widen. However, overall, these changes are more reasonable for the game.
The last thing left is continuous optimization of the values.
Because StarCraft will be landing on the PC platform, long-term maintenance is definitely necessary. This competitive game requires fairness, and it's essential to maintain a certain balance among the three races as much as possible.
But this requires a long time of verification, both from the development team's exploration and from continuous numerical feedback from players.
This is not a problem that can be solved immediately. It needs to be taken slowly, so the game is already considered basically complete.
One week later, Takayuki handed over the complete StarCraft game program to Morgan Group's team.
They will also help with some system integration work, ensuring that this game can run more stably in the DOS system.
Not long after, in July, a brand new entertainment consumer expo's first edition officially opened.
This consumer expo used to be mainly for children, mostly exhibiting various toy and animation-related industries.
However, the main organizers of this exhibition were no longer satisfied with just serving children. They also wanted to expand their territory, so they set their sights on electronic consumption.
Unlike traditional international consumer electronics shows, this exhibition focuses more on the software field.
Electronic games, entertainment software, operating systems, and the like are their key expansion directions.
This is very similar to the world-renowned E3 electronic entertainment expo.
With the booming game industry, the International Consumer Electronics Show can no longer meet the needs of so many manufacturers.
The International Consumer Electronics Show does not want to reverse its priorities; they still focus more on electronic products rather than software.
So, companies that have only been promoting games have found it difficult to get too many booths at the International Consumer Electronics Show unless they also produce hardware like game consoles.
However, there aren't many companies that can develop game consoles. In Takayuki's era, they could still seize the market with small workshops, but not anymore.
We are now in the era of 3D graphics.
First of all, the mass production of chips for game consoles is no longer as simple as it used to be.
These game companies without more booths naturally want more exposure opportunities.
So, this brand new entertainment exhibition has become a new focus.
After learning about this, Takayuki decisively instructed Matsubashi from the United States to handle the participation in the exhibition.
The organizers of the exhibition were naturally very welcoming. Gamestar Entertainment is currently the most influential game company. Allowing such a company to participate in their exhibition is also a way to enhance their status. So, the organizers of the exhibition offered a very favorable price and even the largest booth specifically for Gamestar Entertainment to showcase their games.