This year’s ga expo was the most talked-about exhibition in recent years.
As the organizers of the event, they were naturally very pleased.
Not long ago, a yearly ga awards program created by Murakami Kazuo had been gradually eating into their market share.
So of Gastar Electronic Entertainnt’s gas would choose to be announced during that period, or else be revealed at Gastar’s own Gastar Carnival.
The decision to release Cyberpunk 2077 at this expo was already an exception for Gastar Electronic Entertainnt in recent years.
That said, Takayuki hadn’t deliberately chosen the ga expo for the showcase—it was simply because the timing was right.
Around mid-year, this expo happened to be the most suitable opportunity. Holding a separate standalone ga presentation at another ti wouldn’t have made much sense.
Moreover, purely online presentations lacked interaction. They were usually nothing more than showing off the ga and shocking players, while most players couldn’t actually try the ga right away and could only sit there feeling anxious.
Now, with a physical ga expo, more offline interactive activities could be arranged.
Next, Gastar Electronic Entertainnt had already lined up several promotional events.
The team would travel to major cities in different countries for on-site promotion, bringing along voice actors for several of the main characters that had already been revealed to participate in the publicity events.
Naturally, this also included licensing deals for Cyberpunk 2077 rchandise.
Not long after the ga expo ended, Gastar Electronic Entertainnt launched a public bidding process for rchandise licensing tied to the ga’s IP.
In the past, bids for ga rchandise were mostly limited to things like toys and clothing, but this ti the range of Cyberpunk 2077 licensing was extrely broad.
From the cheapest small stickers all the way to co-branded racing licenses—everything was on the table.
Many manufacturers were shocked, wondering whether Gastar Electronic Entertainnt had lost its mind. How could there possibly be so many players willing to buy that much rchandise?
Mugs, towels, smartphones, smartwatches, spin-off books.
For Cyberpunk 2077, these were considered relatively ordinary licensing deals. So of the more exaggerated ones even reached the level of automobile brand licensing.
There were also luxury-tier licenses, such as bags and luggage.
"Is Gastar Electronic Entertainnt short on cash lately? Did Cyberpunk 2077 cost so much to make that they’re running out of money?"
After Gastar Electronic Entertainnt announced a series of licensing bids, executives at several companies began studying what was really going on, puzzled as to why a single ga would suddenly be given so many co-branding licenses.
They hadn’t experienced the kind of spectacle Takayuki had seen before, nor did they understand how, in his previous world, CDPR’s promotion of Cyberpunk 2077 had reached an almost absurd level.
Aside from the ga itself not being very satisfying, there was actually very little to criticize about CDPR’s marketing efforts.
Unfortunately, the core ga turned out to be weak, ruining the entire plan.
In this world, Takayuki no longer had to worry about the quality of the ga itself. His only concern was whether players could handle a ga whose content was overflowing many tis over.
Since the ga quality wasn’t an issue, the marketing could simply replicate Cyberpunk 2077’s original promotional model.
However, things didn’t progress as smoothly as expected.
Product licensing wasn’t that easy to sell. Certain automobile licenses, for example, were difficult to offload.
So luxury-brand licenses also attracted little interest, because luxury brands emphasized elegance and prestige, and in their eyes, video gas were still sowhat beneath them.
That wasn’t a major problem, though. If one company didn’t work out, they’d move on to another. These licenses were just minor side notes anyway. In the end, the luggage rchandise license was picked up by a startup luxury brand that specialized in trendy fashion.
As for more mainstream rchandise—such as smartphones and smartwatches—Takayuki handed those licenses directly to Facebook to handle, producing a batch of Cyberpunk 2077 limited-edition phones and smartwatches.
Since they were family, there was no need for formalities. Everything was arranged clearly and efficiently.
Finally, items like limited commorative cups and dals were released together with the Cyberpunk 2077 limited-edition console.
The funds recovered through these licensing deals amounted to nearly thirty million US dollars. Coincidentally, the team had so new ga ideas and projects in mind, so Takayuki waved his hand and reinvested all that money back into the continued developnt of Cyberpunk 2077.
This ga wasn’t ant to end with just its base content. Large-scale expansions would follow. His goal was to create a series IP with enough influence, not just a single video ga—sothing on the level of Marvel or Star Wars.
Aside from Cyberpunk 2077, the new consoles and gas from Suri Electronics, Mickfow, and Brown Entertainnt also beca major discussion points.
Judging by online buzz, they even seed to be drawing more attention than Cyberpunk 2077.
Cyberpunk 2077 gave players the feeling of a completely real world, one they could imrse themselves in and freely explore. But in truth, the ga itself didn’t offer many groundbreaking novelties.
Its core appeal lay in steady execution and sheer richness of content. From a technical standpoint, at least from the player’s perspective, it was hard to clearly feel the underlying advancents.
By comparison, the consoles and gas launched by the other three companies felt far more innovative.
All three had made breakthroughs on top of their existing foundations.
Suri Electronics introduced a new high-speed loading feature that allowed characters to seamlessly travel across multiple ti-spaces during combat. This gaplay was extrely novel—a brand-new way to play that combined technology and design, comparable to innovations like motion-sensing gas.
Hack Brown released its first first-person shooter RPG. For players used to fast-paced gunplay, this was a fresh experience. Since players in this world had never played the Destiny series, Hack Brown’s ga naturally felt cutting-edge. Combined with Brown Entertainnt’s extensive experience in online gas, players were already eager to get their hands on it, so even saying they were willing to grind nonstop for months just for this ga.
Finally, Mickfow showcased multiple high-fidelity gas running on tablet devices.
Visuals that previously could only be achieved on high-performance ho consoles were now appearing on tablets—and even on their smartphones. Their chip design capabilities were undeniably impressive. Many players were already saying they’d be willing to buy Mickfow tablets and phones just to play these high-quality gas. Clearly, Mickfow’s experint this ti was a success.
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