This time, Suirui Electronics is gearing up, relying on its strong technical strength to prepare for a head-on battle with Gamestar Entertainment.
In the past, as a department head, Earlykawa Ujito's ambitions may not have been very big. But when he truly became the president of a super conglomerate, his mentality and vision changed completely.
Having such a powerful company, but always lagging behind a small company in an industry, he really felt somewhat unwilling.
So, he invested a huge amount of money.
Moreover, to convince the board of directors, he also paid some costs for gambling.
But he also left himself some room, considering it as another insurance.
On the other hand, after finishing some trivial matters unrelated to games, Takayuki once again began to think deeply about which direction to develop next.
The challenge from Suirui Electronics must be taken seriously. If they don't produce games with enough influence, Suirui Electronics might actually steal the show.
This time, Takayuki doesn't intend to invest too much in home game consoles. The performance of the GS1 is already comparable to the PS2, and with the addition of motion-sensing games, he just didn't promote this aspect much before...
Right, now seems like a good opportunity.
Takayuki's eyes gradually brightened.
Isn't a solution thought of right now?
This time, Suirui Electronics will focus on existing gamers and some users attracted by game graphics.
While maintaining its current advantage, he can expand the market further.
Previously, his motion-sensing games and some casual games weren't promoted much. They were made but left aside mainly because he didn't have time and motivation to do so at the time, as the existing player market hadn't been fully explored yet.
The game market is actually relatively traditional in terms of business. Everything is based on sales, and everything will ultimately return to money itself.
Expanding influence is equivalent to expanding the market. These two are mutually reinforcing and cannot rise independently.
Casual gamers are a completely untapped market.
And it seems that Suirui Electronics hasn't realized this yet.
In their released games, almost all of them are aimed at core gamers.
There's only one slightly casual simulation game, probably made as a trial product imitating their own simulation life gameplay. It wasn't mentioned much in the future meetings.
It's clear that Suirui Electronics hasn't discovered this market yet.
So, the home game console will focus on motion-sensing games this time.
This doesn't need to be done now; motion-sensing games have already been developed a lot, just not promoted much.
And these casual games need promotion to be effective, which can be directly handed over to the promotion department.
And Takayuki can fully focus on developing great games for the new handheld console.
Facing the challenge from Suirui Electronics and wanting to consolidate his position in the handheld market before it declines, it's definitely necessary to bring out the best games.
But they can't all be released at once; players need some breathing time.
Otherwise, releasing multiple blockbusters simultaneously might lead to failure, and the effect won't be good.
In terms of first releases, series games are definitely the easiest to make an impact.
Mario is definitely one of them; this absolutely cannot be missed. It's a game for all ages and is customary to be the flagship game for console launches.
There are also several excellent Mario games on handheld consoles, but the best one shouldn't be released right away. After some consideration, Takayuki decided to use a relatively unknown new Super Mario Bros. as the first release.
The difficulty of this game is relatively moderate, just average quality, considered a good game but doesn't surpass the influence of previous titles.
Then, Takayuki wrote down another first release game on paper.
The Legend of Zelda: Ocarina of Time.
Compared to the new Super Mario Bros., this game has much greater fame and influence.
Originally, Takayuki planned to develop this game on the GS1.
But he has accumulated so many series already, any random selection can become the most eye-catching electronic game of a certain period.
Ocarina of Time has been delayed by Takayuki all along.
Unexpectedly, it will be launched on the new handheld console now.
But the performance of the new handheld console itself is completely sufficient.
Using Ocarina of Time as a first release lineup is also worthy of this handheld console he has high hopes for.
Apart from these, other games can be ports or new IP games.
As for Dragon Quest and Final Fantasy series, these should not be brought out initially, otherwise, they might steal the limelight. It's necessary to let the first release of Ocarina of Time reap player benefits first, and then gradually release other games.
Of course, casual games shouldn't be neglected either.
The second and third development teams are suitable for developing these types of games. They are short, quick, and not long-term series.
And the biggest advantage of casual games is that as long as there's an idea, the rest can be handed over.
As long as the core gameplay remains unchanged, the quality of the game itself can be maintained.
So, Takayuki immediately wrote down several more games.
Angry Birds.
Fruit Ninja.
Cut the Rope.
My Talking Tom.
These casual games don't need to worry too much about making too many conflicts. These games are meant to fill players' fragmented time, and these fragmented games can be easily picked up and put down. It's necessary to give players a variety of choices, so they can focus all their attention on their handheld console. In this way, these casual games will fulfill their mission.
After making the plan, Takayuki immediately delegated the tasks.
There are many more tasks this time, and he can't take Suirui Electronics' appearance lightly. If he ends up falling behind due to lack of effort, Takayuki will surely regret it.
First of all, the heavyweight games to be released first are Super Mario Bros. and The Legend of Zelda: Ocarina of Time.
Next are Need for Speed Year Edition, NBA Street Year Edition, and several medium to upper-level games of different genres. This is the second tier.
The third tier consists of casual games, like Angry Birds and Fruit Ninja. These games can fully utilize the touch screen feature and demonstrate the value of the touch screen.
With core games, popular games, and casual games as the three tiers, the first-party lineup is already quite complete.
What's left is the support of third-party developers.
With the current size of Gamestar Entertainment, once third-party developers know that a new game console is coming, they will join without hesitation.
Because Gamestar represents the direction of the times, this has been verified several times already. If you want to make big money, just follow Gamestar.