Chereads / Video Game Tycoon in Tokyo / Chapter 422 - Refreshing-style Korean e-sports

Chapter 422 - Refreshing-style Korean e-sports

The second half of 2001 was indeed a lively year.

It was also the most lively year for Takayuki since arriving in this world.

In the business world, Suray Electronics and Morgan Group were in fierce competition, neither giving way to the other.

The Internet began to rise completely.

Surprisingly, there were some arguments on the internet that coincided with Takayuki's thoughts.

It was said that initially, electronic games became something that attracted many people's attention, and according to surveys, there was a high degree of overlap between internet users and electronic game players. As players gradually became unsatisfied with games, they began to seek new pleasures, and thus the internet became the second choice.

Companies related to the internet reflected on their stock prices every day.

However, the person saying these things seemed to be someone who was fond of electronic games. He clearly leaned more towards the side of electronic games, but things are multifaceted and complex.

The rapid development of an industry cannot be attributed to a single reason.

In the business world, the second half of 2001 was lively, and there were also many things happening in other areas of the world.

For example, there were wars in some countries, or other conflicts.

This also reminded everyone that there is no real permanent peace in this world.

Takayuki was a little worried that the twin tower incident from the previous life might really happen in the same year. That would truly be a tragedy, regardless of the root cause of the incident.

But after waiting for a long time, such a thing did not happen. Perhaps it was because the United States in this world compared to his original world was relatively rational, not provoking fanatics to do unreasonable things, but this was also a good thing.

It was precisely because of this that Takayuki became more convinced that this world was indeed very different from his previous life. Some experiences and knowledge from the previous life cannot be taken lightly in this world as truths.

During this time, a game with excellent graphics was released, landing on both the PC platform and Suray Electronics' gaming console platform.

The company that developed this game was Brown Entertainment.

In the past year or two, their development had indeed been getting better and better. The most important point was that they would give the majority of the game revenue to the game developers.

This was completely different from the status quo in other U.S. companies, where game developers were treated as slaves.

Hack Brown had become an idol in the minds of many game developers.

Hack Brown himself might not be good at game development, but he was very clear about the core of game development, which was the game developers.

The previous U.S. practice of prioritizing physical assets over virtual data assets was completely wrong.

Clearly, companies were making plenty of money from electronic games, but they still looked down on game developers.

But this also gave Hack Brown an opportunity. In his company, even the most ordinary employees could receive a small percentage of game revenue on top of their base salary.

Because of this, the developers in this company burst out with unparalleled creativity. Previously, they developed realistic World War II shooting games and made a lot of money.

Later, they acquired the company that developed the online role-playing game "Dragon's Treasure" and began to vigorously develop online game services, making even more terrifying amounts of money.

Every step Hack Brown took seemed so right. Takayuki almost thought this guy and himself were both transmigrators, but that shouldn't be possible.

And in the second half of this year, they developed an action game with excellent impact, clearly putting a lot of effort into adjusting the impact values, and it was very in line with the aesthetic of U.S. players. It became one of the few games to sell over a million copies outside of Gamestar Electronic Entertainment's platform, and this was just one month of sales, which was very impressive.

Takayuki also enjoyed playing it. He was very happy to see the original high-quality games in this world. If nothing unexpected happened, this year's best action game might be this one.

At Gamestar Electronic Entertainment, most of the people in the company were preparing for the new handheld console, with only the marketing department vigorously promoting sensory games and continuing to encourage...

...

Players used online platforms to purchase digital versions of games, a development path pointed out by Takayuki. Physical versions couldn't be ignored either, but digital versions were indeed the future, and staking a claim early definitely had its benefits.

In the field of electronic sports, South Korea suffered a humiliating defeat to the United States in the first half of the year, with American players dominating in StarCraft.

This strong sense of shame immediately aroused an inexplicable fighting spirit in the nation.

Both players and supporters were united in purpose.

If any player dared to slack off in any public place, supporters would even directly berate them for not making progress, asking if they wanted to watch us fail again with their own eyes?

In terms of warfare, South Korea was simply no match, and they were very aware of this. But if they could beat the United States through other means, they were very happy. It would be a great feeling, almost like a power fantasy, and in the end, as long as they enjoyed themselves, even if the United States was their "father," they could still self-indulge.

Under such urging, StarCraft players were particularly diligent. They trained almost like madmen, progressing at an astonishing rate under the influence of their sense of shame.

In just half a year, they had mastered the technique of multitasking, and then successfully defeated American StarCraft players in the esports competition held in the second half of the year, giving them a good beating.

American players were completely defenseless against multitasking in battle.

With this, young people in South Korea collectively reached a climax, one after another roaring loudly, exclaiming how fantastic the charm of electronic sports was, and they loved the look of beating Americans.

After all, it was an industry driven by the entire nation. The South Korean government also vigorously promoted it, and with their own people winning the championship in a new round of competition, the government directly waived the military service for the champions, and even started a "Make a Star" movement, making countless young people envious.

In all of this, there had actually always been a pusher, and that was Takayuki.

It was he who revealed to this side of Korea some of the standard operational methods of future StarCraft professional players.

As long as the path was indicated, all that was left was to train hard... ...

And StarCraft once again gained immense fame.

With just over fifty million people in South Korea, they unexpectedly purchased over five million copies of StarCraft in a short period of time, making StarCraft the first game to sell over ten million copies on PC.

Indeed, a nation with a strong sense of shame, as long as they controlled the rhythm well, could easily attract attention. If it were in the United States, perhaps the effect would not be so strong. In the end, it was all about interests. Takayuki clearly bet on South Korea correctly. In terms of electronic sports, there was not much difference between the previous life and this world.

However, besides these happy news, there was also some bad news, that is, the game console news that Gamestar Electronic Entertainment had been keeping quiet about suddenly leaked.

Including various data about the console's performance, a lot of information was leaked out.