Video Game Tycoon in Tokyo-Chapter 816: I Want to Host a Direct Presentation

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Chapter 816 - I Want to Host a Direct Presentation

During this period, Gamestar Electronic Entertainment saw a noticeable increase in sales revenue.

This was the result of the newly expanded player base—a direct feedback loop from the street promotion campaign.

This large-scale ground promotion had proven to be quite successful.

However, it also came with its downsides—mainly, a very high cost.

Just this one global campaign cost over $300 million.

That kind of money could have funded a top-tier game like GTA V.

While $300 million brought in several million new players, the actual conversion rate wasn't quite as high as expected.

But Takayuki wasn't banking on immediate returns from these new players.

He was playing the long game—laying the groundwork.

Let them fall in love with video games first. The rest would follow.

"Takayuki, the Switch's system is finally finished!"

By mid-2009, Airi Hayasaka brought Takayuki some very good news.

Both the hardware and software sides of the Switch had been completed.

If things went smoothly from here, the new console could be released as early as the beginning of next year.

Thanks to prolonged discussions with chip manufacturers and reductions in internal costs, the Switch's manufacturing cost was brought down to about $200.

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Because handheld devices didn't require the highest-end chips—stability and cooling were more important—the overall chip cost was relatively low.

Even better, Gamestar Electronic Entertainment's flash memory technology had significantly matured.

The flash memory factory they had acquired had just developed a new generation of high-speed game cartridges.

These cartridges could now hold 64GB at just around $13–14 in cost.

According to Takayuki's projections, this new generation of Switch would be able to support game sizes over 200GB—enough for even the most massive AAA titles.

And in terms of performance, Takayuki's prototype was now comparable to the PS4 in graphical capabilities—a massive leap compared to the Switch from his original world.

In his past life, Takayuki constantly complained about the original Switch's weak performance—aliasing and pixelation were everywhere.

Sure, Nintendo had always focused on innovative gameplay over graphics—but who wouldn't want both?

Takayuki had already planned the next three years of the Switch's lifecycle.

Three years after launch, they would release a Switch Pro, making up for the regrets he had in his previous world.

He picked up the nearly finalized Switch prototype and tested a high-definition version of Final Fantasy VII: Crisis Core.

He was very satisfied.

Beside him, Airi quickly asked, "Well? What do you think, Takayuki? Is this console ready for market?"

Takayuki nodded. "I'd say it's more than ready. Let's prepare for a new Direct event and finally unveil this machine."

"That's great! I've been waiting for this moment for so long."

"You have?"

Airi looked a little embarrassed. "Um, Takayuki, I actually have a request. If possible... I'd like to personally introduce the Switch at the Direct. Would that be okay?"

Takayuki blinked. "You want to host the Direct?"

Airi nodded firmly. "Yes. I poured my heart and soul into the Switch, and I really want to introduce it to the world myself. Is that alright?"

Takayuki smiled. "That's rare—back then, you weren't the type to stand in the spotlight. I remember inviting you to host once, and you declined."

"I used to prefer working behind the scenes," Airi said. "But Takayuki, after all these years—after spending so much time creating game consoles and everything game-related—I've come to treasure these creations like you do. They feel like my children. And I want... as their parent... to be the one who introduces them to the world."

Takayuki laughed. "Alright, you've got it. You've earned it. As one of the creators of this console, you deserve to be the one who presents it."

Airi's eyes lit up.

Even though she was in her thirties and far from the bashful girl she used to be, she still radiated excitement today.

"Thank you, Takayuki," she said sincerely.

"No need to thank me. You earned it."

Takayuki handed the Switch prototype back to her. "Now, make sure you prep well. Hosting a Direct isn't easy—you don't want to mess up live."

"Got it!"

Airi took the prototype and was already imagining how the event would unfold in her head.

Now that Airi would handle the presentation, Takayuki could focus on the big picture.

But that didn't mean he had time to slack off.

The Switch was an important product—a cornerstone of Gamestar's strategy. A Direct alone wouldn't cut it.

He needed something more impactful.

After a moment of thought, Takayuki came up with an idea:

Reveal Uncharted and other in-development games as live Switch gameplay demos.

If done right, keen-eyed fans might notice clues in the footage.

Let them speculate. Let the mystery build.

But that still wasn't enough.

Takayuki decided it was time to go all in.

He would also showcase two fully open-world game demos:

The Legend of Zelda: Breath of the Wild, and

GTA.

One would be developed in Japan. The other—GTA—would be handled by their U.S.-based studio, which was more attuned to the Western market.

With all the experience they had accumulated over the years, these teams might not yet meet Takayuki's ultimate expectations—but they were more than ready to deliver something exciting.

He'd finally show this world what a true fully realized open-world game looked like.

As he thought about it, Takayuki couldn't help but feel a little thrill of anticipation.

He was genuinely excited to see the world's reaction when Breath of the Wild and GTA's demos dropped.