Actually, there's not much of a problem in saying it, because I don't need the data from just one company, Surui Electronics.

If they find out, they will at most become more vigilant and develop their own game engines earlier, then distribute them to their studios and partners.

But this doesn't change anything. In its previous life, Unreal Engine was still the world's number one game engine, while the others were all engines developed by their respective companies for specific purposes, and were not diverse.

Unreal Engine can create almost anything and has a very wide range of applications, which is its absolute advantage. As long as it doesn't do anything stupid, it has no chance of being killed.

Hayakawa Ueto had already anticipated Takeyusei's response, so he wasn't surprised, and the two sides immediately moved on to price negotiations.

Takeyusei then held up three fingers and slowly said, "Three hundred billion yen. You can pay one billion yen in the first year, and the rest can be paid gradually. There's no need to pay it all at once."

Hayakawa Ueto's pupils contracted slightly.

Even though he was somewhat prepared, he was still taken aback by the price.

Their current development cost for a game is only around 1 billion yen, while Takeyusei costs 30 billion yen for a single software, which is somewhat unacceptable to Hayakawa Ueto.

But he understood that this was a premium offered by his competitors.

"We need to discuss this price further; hopefully, we can lower it a bit more."

Zhu Youxing shook his head: "There is no room for negotiation on this. As you just said, you don't just plan to use it for game development, but also for film and television special effects development. So, providing you with continuous after-sales service will be a major expense, and this kind of money cannot be saved."

"Continued after-sales service?"

“That’s right.” Zhu Youxing nodded. “We will provide customized software modification services according to your needs at any time to help you improve your film and television special effects development and game development. This is not a one-off deal, but a continuous service. In fact, I don’t simply think of this as software, but more like selling a service.”

Hayakawa Ueto fell into deep thought.

Zhu Youxing's words were indeed quite novel.

Similar situations have not occurred in many previous business negotiations.

Hayakawa Ueto had previously faced many business negotiations that allowed for some leeway.

Previously, there was certainly no opportunity to discuss anything with certain industry competitors.

At worst, the other party goes bankrupt, and then you acquire it with your own funds. Suri Electronics has always been in the dominant position.

But now, the initiative is no longer in their hands, but in the other side's.

The other party is sticking to their price, and I seem to have no power to refuse.

At this point, Zhu Youxing began to patiently persuade him: "You can imagine that with this engine, multiple studios can develop games together at the same time. Then, the output of games in a year will exceed ten, and the quality of the graphics will be excellent. This is very worthwhile, especially since you are not only limited to game production, but also to film and television special effects. In terms of film and television special effects, you will also have a certain advantage."

Hayakawa Ueto felt that Takeyusei was a very good persuader.

His words always struck a chord with people, making them waver.

Even Hayakawa Ueto was persuaded, and even began to think that the price of 30 billion yen was a good deal.

However, he still wanted to persevere a little longer.

Of course, the result was predictable: the price would not change at all.

Three hundred billion yen, three hundred million US dollars.

Installment payments are available, with priority payment in US dollars. The first year only requires ten million US dollars, or one billion Japanese yen, which is actually quite acceptable.

The development cost of a game these days is around ten million US dollars. With that, the efficiency of game development will be greatly improved, and there will be very few reasons for you to refuse.

So Hayakawa Ueto didn't hold out for long and then agreed to the price.

This price was basically the limit of the price he and Bailey had agreed on. Even an extra ten million dollars would be unacceptable to them.

“Very good, it seems you’ve made up your mind, Mr. Hayakawa. I must say that your choice is very wise. In the current gaming environment, whoever has the new technology first will gain the upper hand, and we are the ones who have the first move.”

Hayakawa Ueto's heart skipped a beat upon hearing Takeyusei's words: "President Takeyu, what do you mean by that..."

Zhu Youxing tapped the table and said, "Of course, it's the US market, the European market, and even the global market. We are the first to possess this new technology, while other companies haven't even had time to react. We will have the first advantage, and by consolidating our foundation through this advantage, it's a very good strategy, isn't it?"

Hayakawa Uehito suddenly felt enlightened.

He immediately understood the meaning behind Zhu Youxing's words.

Zhu Youxing no longer sees him as a competitor, but rather as a partner who will advance and retreat together.

Honestly, Hayakawa Ueto actually thinks it's pretty good.

Both companies were originally from Japan, and if they weren't competing in the Japanese market, they could have supported each other on a global scale.

The market is huge, and it's impossible for any one company to fully understand it.

No game company dares to claim that it can capture all four billion gamers in the future, or that all four billion gamers will like its game console and games. There will always be people who like this and people who like that; people's choices are very strange.

Zhu Youxing is simply expanding his advantage through classic games, making it impossible for others to catch up with his position. But he really doesn't dare to think about monopolizing four billion players.

So why not bring in a few more strong partners? Wouldn't that be great?

In the original world of Zhuyouxing, something similar actually happened.

At one year's Game of the Year awards, three of the most powerful game console development companies at the time stood together on the exhibition stage and announced to the world that they were not competitors, but a group of people with unique beliefs who hoped to serve the players together. Their greatest wish was to bring good games to the players.

Chapter 275 Vision for the Future

Regarding the licensing of the game engine, the profits were quietly distributed in Japan, and then they jointly entered the US market, hoping to prove their capabilities through success there.

Zhu Youxing was naturally one of them.

Before Doom was officially released, several other games directed by Yusei Takeshi were also officially released.

However, this time Takeyusei only participated in supervision, but did not devote much energy to it.

This includes Dragon Quest 56 and 6, and Final Fantasy VI.

As two of the most classic RPG games today, they have become household names in both Japan and the United States.

At their peak, both games were incredibly popular, drawing massive crowds and drawing huge audiences.

As the sixth installment in the mainline Final Fantasy series, its unique world-building and somewhat tragic storyline have already captivated a huge number of players.

However, most players are not fully immersed in the Final Fantasy world when playing the game. They are more like spectators. Obviously, even if the story is very attractive, it is not enough to make them go crazy.

However, Zhu Youxing had already prepared a powerful move, a super move specifically designed to target these people.

That's Final Fantasy VII.

In the history of Final Fantasy, the seventh installment is a significant milestone and an indelible memory in gaming history.

Zhu Youxing himself was also fortunate enough to experience this game, and he was also saddened by the story in the game.

Now, it's his turn to personally show the world this most classic game.

Moreover, he plans to invest even more money this time. In the original world, Final Fantasy VII had an extremely high cost of over 7 million US dollars, which was a rare large investment for a game at the time.

The huge investment resulted in extremely high returns, making it a timeless classic.

This time, he will invest more, but before that, he needs to truly assemble the special effects team.

Doom was a test of my game development skills, a test of whether I could take the game development to a higher level.

Time passed quickly, and it was now June 1997.

After nearly six months of promotion, Doom was officially released on the Super Famicom and PC game consoles.

Due to the limitations of the Super Famicom's capabilities, Doom on the Super Famicom wasn't actually very fun to play, but it was still a pretty amazing game nonetheless.

On PC, Doom received an amazing response.

On the day of its release alone, the PC version sold over 100,000 game discs.

Then, the number of computers running Doom exceeded 150,000 the next day.

This is a truly terrifying number.

Even the most powerful personal computer system developer at this moment, Morgan Stanley, could not achieve such amazing dissemination capabilities with their first product.

Doom Saga was like a floodgate opening; almost every American with a personal computer at home considered buying one to try it out.

For the Super Famicom (SFC), it's highly recommended to bundle a keyboard and mouse compatible with the SFC, which will also allow for a smoother first-person shooter experience.

So, along with the sale of peripherals and the game itself, the first day's sales reached over 400,000.

The publicity was very effective, and the overall results were very encouraging. This is a great start.

Players don't understand why the game is so appealing.

They felt so engrossed in the game that once they bought it and started playing it, they were almost unable to move.

The situation is somewhat better in Japan. There are relatively fewer people who accept first-person shooter games. Most people still prefer Japanese-style games, such as those role-playing games and casual games like Mario.

However, in the United States, Doom caused a huge uproar.

First-week sales: 2 million, of which PC sales exceeded 500,000 and console sales were 1.5 million.

In the past, most people considered PCs as tools for work and study.

Even though some people have started to spot the business opportunity and try to release games on PC, it still hasn't had much impact.

In an advertising company in the United States, a manager assigned a task to an employee for the day and then told the employee to go back to their workstation.

The young man, slightly excited, sneaked to his desk with a CD.

Then he carefully opened the optical drive containing the disc, inserted the disc, and began to quietly install Doom.

The whole process was very discreet; he did his best to keep his side out of the public eye.

After Doom was installed, he breathed a slight sigh of relief, then took out the disc and carefully placed the Duke of Doom disc into the storage box. Then, he excitedly clicked on the large Doom icon that had appeared on his PC desktop.

Immediately following was the iconic monster roar from Doom, and he immediately turned off the sound and then secretly started playing.

He believes he can control his desire to play, and that it will only be a little bit of fun, without affecting his work.

However, he overestimated his self-control.

About half an hour later, a supervisor stood behind the employee with a slightly gloomy expression.

He had been watching for a full ten minutes, but the employee didn't seem to notice anything at all.

Finally, he could no longer tolerate it.

"Hey! What are you doing? Have you finished the work I assigned you?!"

The employees who heard the sound jumped, almost scared out of their wits.

He quickly closed the Doom Slayer interface, then, trying to hide his panic, said, "Oh, it's almost finished."

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