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Chapter 720 - Chapter 717: The Situation at the End of the Year

Spending a few thousand yen to buy a well-crafted 16-bit cartridge has become a more cost-effective choice.

Development tools for the older platforms are already mature, with code optimization pushed to the extreme, allowing developers to produce highly polished works at a lower cost.

This low-risk, high-yield business model is the cornerstone upon which many small and medium-sized manufacturers rely for survival.

Time moves on to late November.

Sega launched its blockbuster product, "Toy Story," on the Jupiter platform right on schedule.

Riding the wave of the Hollywood animated film, this game sparked a buying frenzy in both the North American and Japanese markets.

The limited-edition console featuring Buzz Lightyear branding was being resold at high prices on the secondary market.

Just as the industry predicted that third-party manufacturers would be completely overwhelmed by this wave, the actual sales figures revealed a different trend.

The strong sales of "Toy Story" did not deal a severe blow to the 16-bit or handheld console markets.

Sega's family-friendly game tapped into a non-traditional player base, effectively expanding the overall gaming market.

For players who already owned 16-bit consoles and were accustomed to traditional hardcore gameplay, there was a limit to the appeal of Toy Story.

They still held their money ready, searching the shelves for the tactical or hardcore action games they favored.

Furthermore, players typically had more disposable income during the year-end shopping season.

One or two Sega games weren't enough to completely drain their wallets.

After buying Toy Story as a tool for family entertainment, picking up an MD cartridge for their own personal enjoyment was a common shopping path for many households.

Retailers, keenly capturing this hybrid consumption pattern, placed Toy Story displays adjacent to shelves featuring classic 16-bit games, successfully implementing cross-selling.

Undeniably, the 16-bit platform market at the end of this year was less heated compared to last year.

This time last year was known as the twilight of the 16-bit era, with major manufacturers bringing out their absolute best work. Blockbusters like Final Fantasy VI and Donkey Kong were released in quick succession, leading to unprecedented queues of players eager to buy.

This year, the attention of core gamers was more drawn to 3D polygons on the Jupiter platform and arcade-perfect ports on PlayStation.

But this did not mean the end of 16-bit platforms.

For those developers who could settle down and polish high-quality 2D games, life was still quite comfortable.

Early 3D games, limited by hardware bottlenecks, suffered from awkward camera angles, rough polygons, and unstable frame rates.

After the initial visual impact, some players began to experience varying degrees of aesthetic fatigue.

At such times, a 16-bit 2D game with beautiful graphics, a mature system, and balanced mechanics could instead provide a purer interactive experience.

This trend of returning to traditional consumption patterns provided a stable source of profit for third-party developers.

They did not need to bear the high development costs—often hundreds of millions of yen—associated with next-gen games; they only needed to exercise their creativity on mature platforms to achieve a respectable return on investment.

Sega's efforts to maintain the third-party ecosystem did not stop at clearing up release schedules.

In mid-December, Sega issued an important notice through internal industry channels.

For the upcoming New Year holiday, Sega decided to resume the clearance discount campaign for older games, which had been interrupted the previous year.

This campaign allowed third-party developers to bring older, back-catalog games that had passed a certain release date to market at lower, discounted prices.

More importantly, Sega promised to voluntarily reduce its share of royalties during this clearance event.

Royalties are a primary source of income for platform holders, so this move by Sega is equivalent to cutting a piece from its own profit pool to subsidize third-party developers.

The introduction of this policy holds immense practical significance for many small and medium-sized developers burdened with large inventories of old games.

In the era of physical cartridges, inventory backlog was often the straw that broke the camel's back for smaller developers.

The manufacturing cost of cartridges is much higher than that of optical discs, and once sales fail to meet expectations, a significant amount of capital becomes tied up in warehouses.

Through the discount promotions supported by Sega, they can quickly recoup funds, alleviate cash flow pressure, and reserve necessary ammunition for next-gen game development in the coming year.

This series of moves by Sega demonstrates sophisticated business acumen.

On one hand, through cross-over collaborations with top-tier IPs like Toy Story, it has solidified Jupiter's leading position in hardware sales; on the other hand, by making concessions such as yielding release schedules and reducing royalties, it has fundamentally won the hearts of third-party developers.

In the face of the encroaching pressure from Sony's PlayStation, Sega has used real money to build a solid alliance of interests.

Upon receiving the notice, major third-party software developers swiftly adjusted their New Year holiday sales strategies.

Dusty old cartridges in warehouses were repackaged, slapped with eye-catching discount labels, and shipped to retail warehouses across the country.

Managers at Yodobashi Camera and Sofmap skillfully adjusted their shelf layouts, preparing to place these high-value, older games in prominent positions as soon as the New Year arrived.

For gamers, this was undoubtedly another consumer carnival.

Snapping up classic old games they had previously missed at low prices became a great joy of the New Year holiday.

The entire gaming market was fully reactivated across every dimension: from hardware to software, from next-gen to legacy platforms, from new blockbusters to old stock—every product line was running at high speed.

In this year-end commercial battle, seemingly calm but actually surging with hidden currents, there were no real losers.

Manufacturers that got a head start secured their base, developers who stuck with older platforms received steady returns, and Sega achieved a long-term victory in building an ecosystem at a higher level.

Inside the TV Tokyo office building, the sound of the heating system echoed through the hallway.

Station Manager Nakagawa Jun sat behind his large desk, flipping through the latest revenue report for GGs.

The rustling sound of paper turning was exceptionally clear in the quiet room.

Various data points indicated that since the beginning of December, the share of GG advertisements placed by major game manufacturers had come to occupy one-third of the evening prime time slots.

Sega's strategy of voluntarily giving up time slots had once again pushed the promotional enthusiasm of third-party manufacturers to its peak.

The TV screen was playing a GG for the "Toy Story" console bundle.

Nakagawa Jun picked up his teacup and took a sip.

At this time a year ago, in this very same office, he had followed the advice of his son-in-law, Takuya Nakayama, and had the flagship financial program "World Business Satellite" produce a special report on the explosion of the gaming industry.

That episode set a historical viewership record, and in the process, drew the attention of the entire Japanese society to this emerging field.

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