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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 · Video Games
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501 Chs

Research Project and Starcraft

KiShin has been planning a research project called "NerveGear." KiShin also started a dedicated neuroscience department, and the company is planning to staff it with top researchers on sensory perception and processing.

Few top researchers already joined the neuroscience department of KiShin, and the team is researching would map the neural pathways for sight, touch, and proprioception (Body Awareness).

Research brain regions responsible for spatial awareness and balance.

Investigate how emotional responses manifest in brain activity.

KiShin also plans to develop the BCI or Brain-Computer Interface, working on both non-invasive and invasive BCI technology to interpret brain signals related to movement, sensory perception, and emotions.

The aim is to potentially translate these signals into commands for the virtual environment and send sensory and emotional feedback to the brain from the virtual world.

In fact, while KiShin is constructing the research facility, the company initiated a related project tied to the "NerveGear" initiative—Haptics and Simulation Technologies. KiShin has invested in researching Omni-directional treadmills and haptic suits designed to provide simulated movement and touch.

KiShin has invested in advanced display technologies, including retinal projectors for high-resolution visuals, and spatial audio systems for realistic soundscapes.

Furthermore, KiShin has initiated collaborations with Neuroscience Research Institutions such as universities and research labs to contribute to brain mapping and BCI development.

However, KiShin anticipates challenges in developing the "NerveGear" due to the limitations of brain science in 1997, where many neural pathways and functions remain unknown.

Additionally, technological hurdles exist as BCI and haptic technology were in their infancy during this time.

But Shin disregarded the challenges; problems are meant to be solved. Moreover, being a pioneer in full immersion VR would provide KiShin with a significant competitive edge.

Early research and development could set the stage for future VR breakthroughs.

Responsible development, with ethical considerations, could establish KiShin as a leader in responsible technology.

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On January 20, 1997, the video game "StarCraft" was finally released.

The intro animation of the video game "StarCraft" commenced with the KiShin logo as usual, followed by the voice of a man speaking through the radio.

The animated scenes centered around space and spacecraft, featuring a man wearing glasses inside a spaceship. The man communicated with others through signals until a massive battlecruiser emerged, launching a sudden attack with a beam of light towards the glasses-wearing man named Jim.

Gradually, it obliterated the spaceship where Jim was located, depicting the animation scene where Jim's head exploded upon being hit by the beam of light until the entire spaceship was completely obliterated.

Following this, the animation shifted to capture the battlecruiser attacking with the beam of light in the distance, leading to the appearance of the "StarCraft" logo.

A few days after the release of the video game "StarCraft," it garnered the label of a masterpiece among RTS video game fans.

Magazines reviewing the video game "StarCraft" were full of praise, with only minor professional criticism that paled in comparison to the acclaim.

The criticism mainly stemmed from the game's challenging and intricate nature, but gamers anticipated this, given KiShin's track record with another popular and equally complex RTS video game, "Warcraft."

Notably, many observed the similarities in gameplay and themes, such as campaigns, between "Warcraft" and "StarCraft." Not surprising, considering they were developed by the same company.

"StarCraft" experienced a surge in popularity within a few weeks in Japan and several notable countries in Asia. In North America, discussions about the video game were constant.

In Asia, "StarCraft" swiftly became a gaming trend, especially in South Korea. Unexpectedly, the video game gradually gained recognition in China as well.

In the 90s, China experienced a PC boom, leading to a surge in PC ownership and creating a necessary hardware base for "StarCraft."

Despite KiShin not having a strong presence in China, the company's video games were available through businesses that imported consoles and games from KiShin and resold them at higher prices to those who could afford it. Additionally, piracy of video games was widespread, making them more accessible in the country.

The rapid fame of the video game "StarCraft" in China can be attributed to the availability of a pirated version just a few weeks after its official release. Consequently, the pirated version of "StarCraft" became well-known in various parts of the country.

Despite anti-piracy measures, many individuals still purchased the pirated version of "StarCraft" for a brief experience, even if they couldn't play it in full.

In addition to KiShin's video games gaining relative popularity in China, the anime productions were also recognized. KiShin successfully negotiated with major TV channels in China for the broadcasting of KiShin anime in the country, including titles like "Dragon Ball," "Pokémon," "Yu-Gi-Oh," and more.

Interestingly, more Chinese individuals were passionate about anime than even the Japanese themselves. They enthusiastically purchased anime items, clothing with anime designs, and various toys and action figures. Despite the merchandise being unofficial, it was evident that anime was gradually becoming one of the most popular forms of entertainment in the country.

While some Chinese critics accused "Dragon Ball" of copying their Monkey King, the KiShin team behind "Dragon Ball" didn't deny it; in fact, they acknowledged it. This admission resonated positively with some young fans, but it didn't sit well with others who were unhappy, despite KiShin's acknowledgment.

Tensions heightened, especially when another popular anime, "Sailor Moon," was broadcast in the country. Certain individuals expressed discontent as the anime influenced young girls and boys alike. Whether it was girls playing the role of "Sailor Moon" or boys emulating "Tuxedo Mask," a segment of the population disliked the growing fascination with Japanese culture among the youth.

Some perceived the growing popularity of anime as a threat, believing it weakened their people and viewing it as a supposed conspiracy by Japan against their country that should be banned.

However, an outright ban on anime was unlikely, given that Japan's advanced animation technology, including studios like Suzuki, Tora, and others, was actively assisting Chinese anime studios in enhancing their own capabilities. Many Chinese anime studios had already adopted Japanese animation techniques.

The surge in anime popularity, along with Japanese character appeal, fueled a robust demand for related merchandise, spanning toys, figurines, clothing, and accessories. Chinese companies were distributing these products, and KiShin had already established connections with these distributors, enabling the distribution of KiShin merchandise throughout the country.

Whether they approved or not, both video games and anime played a role in boosting the Chinese economy.